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Strahd’s Manual of Shadow

The ultimate resource for haunting D&D campaigns

This book was developed in large part by Nathan Heard, though he had a large network of supportive playtesters and
hobbyist game theorists that assisted in balancing the mechanics of the classes, items, feats, spells, and monsters within
this book.

Lead Designer: Nathan Heard Designers: Josh Gash, Michael Kruel, Nico Heard
Editor: Nathan Heard Cover Illustrator: Alex Gavrilas
Interior Illustrators: Nathan Heard, Nico Heard (p. 194 Vampyrilich), Brandon Gray (p. 13 Pumpkinhead and p. 177
Ahten Mummy), David Demaret (p. 200 Werewolf); WotC stock art; Commercial use stock art; Tables made using
the Homebrewery
Playtesters: Sarah Anderson, Joel Cox, Diego Garcia, Josh Gash, Jerry Grimm, Chris Heard, Nathan Heard, Nico
Heard, Michael Kruel, Gavin Lewis, Tiqua Lovett, Quinn Mathys, Kennedy McGee, Justin Meza, Braden Ritchey

Disclaimer: Neither Wizards of the Coast nor Nathan Heard claim any legal responsibility for players or their
characters that attempt to use garlic to fend off werewolves; silver to ward vampires; castle walls to hide from ghosts; or
arrows to stop an army of skeletons.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, the dragon ampersand, Player's Handbook, Monster
Manual, Dungeon Master's Guide, all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries. All characters, including Count Strahd von
Zarovich, and their distinctive likenesses are property of Wizards of the Coast.

Count Strahd von Zarovich is referenced legally in this publication per the licensing agreement established through the
Dungeon Master's Guild.

This material is protected under the copyright laws of the United States of America. Any commercial reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of
Wizards of the Coast in the case of Count Strahd von Zarovich or the express written permission of Nathan Heard in
the case of any other named character, stat block, or other original content.

This is playtest material. It has had some playtesting but has not been extensively balanced, and if a gamebreaking
situation arises, defer to your DM, then contact Nathan and he will update the document and give you a free,
rebalanced copy.

Strahd’s Manual of Shadow | 1


Contents
Foreword from the Vampiric Lord … 5
Witch … 83
Part 1: Darkness is my Friend ➢ Bloodmancy … 88
Chapter 1: Races Born of Shadow … 7
➢ Herbomancy … 89
Drider … 7
➢ Hexmancy … 91
Etherkin … 9
➢ Spiritualism … 93
➢ Grey Folk … 11
➢ Paganism … 95
➢ Shadow Soul … 11
➢ Synergy … 96
Pumpkinhead … 11
Ravenbound … 14
Chapter 3: Tragedies Many … 99
Scarecrow … 16
Backgrounds Revisited … 99
➢ Cultist (Acolyte) … 99
Chapter 2: Six Haunted Classes (that’s right,
➢ Fortune Teller (Charlatan or
Classes) … 19
Entertainer) … 101
Ghost … 20
➢ Crime Boss (Criminal or Noble)
➢ Avenger … 28
… 102
➢ Lover … 29
➢ Huntsman (Folk Hero or
➢ Obsessor … 30
Outlander) … 103
➢ Quester … 31
➢ Charms Crafter (Guild Artisan) …
Harvester … 36
104
➢ Grim Reaper … 41
➢ Medium (Hermit or Sage) … 105
➢ Night Rider … 43
➢ Dreadsworn (Sailor) … 107
➢ Pumpkin Lord … 44
➢ Haunted (Soldier) … 108
Undead … 47
➢ Whisperer (Urchin) … 109
➢ Ghoul … 52
Original Backgrounds … 110
➢ Revenant … 54
➢ Brewer … 110
➢ Skeleton … 55
➢ Freak … 112
➢ Wight … 57
➢ Shadowfell Traveler … 113
➢ Zombie … 59
Vampire … 61
➢ Lord of the Night … 66 Part 2: The Occult and Macabre
➢ Lord of the Occult … 67 Chapter 4: Frightening Feats … 117
➢ Lord of the Pack … 68
Werewolf … 70 Chapter 5: Treasure from the Vampire’s
➢ Alpha Wolf … 77 Vault … 119
➢ Ancestral Hunter … 79 Mundane Equipment … 119
➢ Moonbound … 80 Magic Items … 121
➢ Other Lycanthropes … 81

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Chapter 6: The Witch’s Cauldron … 124 ➢ Mummy Assassin … 175
Brewing a Potion or Poison … 124 ➢ Mummy Warrior … 175
Time Needed to Brew … 125 ➢ Mummy Mage … 176
Possible Ingredients … 125 ➢ Ahten, Mummy Dread Lord …
Ingredient Charts … 126 176
Night Riders … 179
Chapter 7: All Manner of Sorcery … 133 ➢ Night Rider … 180
Expanded Spellcasting Tables (for ➢ Elite Night Rider … 180
published classes) … 133 ➢ The Headless Horseman … 181
Spellcasting Tables (for the new Pumpkin Lord … 182
classes) … 135 Pumpkin Monsters … 182
Spells … 139 ➢ Drooling Jack … 183
➢ Orange Maw … 184
➢ Pumpkin Golem … 184
Part 3: Terrors of the Night
Ravenbound … 185
Chapter 8: Bestiary … 150
Scarecrows … 185
Cultist … 150
➢ Scarecrow Raider … 185
Dreadsworn … 151
➢ Scarecrow Shaman … 186
Etherkin … 154
Skeletons … 187
Freak … 156
➢ Skeleton Template … 187
Ghosts … 156
➢ Skeleton Disassembler … 187
➢ Ghost Template … 157
➢ Skeleton Sentry … 188
➢ Ghostly Avenger … 158
Spiders … 189
➢ Ghostly Avenger: Assassin … 159
➢ Giant Trapdoor Spider … 190
➢ Ghostly Lover … 160
➢ Skeletal Spider … 190
➢ Ghostly Lover: Bodyguard … 161
➢ Psion Spider … 191
➢ Ghostly Obsessor … 162
➢ Shadowbound Spider … 191
➢ Ghostly Obsessor: Mage … 162
That … 192
➢ Ghostly Quester … 163
Vampyrilich … 193
➢ Ghostly Quester: Archmage …
Weeping Gargoyle … 197
164
Werewolves … 199
➢ Nonhumanoid Ghosts … 165
➢ Werewolf Alpha … 199
Grim Reapers … 169
➢ Werewolf Ancestral Hunter …
➢ Grim Reaper Dread Lord … 169
200
➢ Grim Reaper Highwayman … 170
➢ Werewolf Moonbound … 200
➢ Ikabodd Krain: Lich-Lord Reaper
Witches … 201
… 171
➢ Bloodmancer … 201
Hags … 173
➢ Herbomancer … 201
➢ Coven Hag … 173
➢ Hexmancer … 202
➢ Grave Hag … 174
➢ Pagan … 203
Mummies … 174

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➢ Spiritualist … 203
➢ Synergist … 204
Zombies … 204
➢ Zombie Template … 204
➢ Zombie Horse … 205
➢ Zombie Soldier … 205
➢ Zombie Wolf … 205

Afterword … 206

A Seawood Scribe publication.

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Foreword from the Vampiric Lord
G
reetings, good sir or vampires, werewolves, and zombies, they
madam. I, Count Strahd von have always been presented as races. I
Zarovich, welcome the wanted to take a different approach. Within
opportunity to serve as your these pages, I provide six brand-new classes:
ghost, harvester, undead, vampire, werewolf,
guide through the lands of
and witch. The reason that I present these as
shadow and death. Within this
classes instead of races is because I believe
manual, you will find all manner that it allows a player to be truer to their
of horrors, from poltergeists to character concept. Want to play an elf ranger
spiritualists to ferocious that was bit by a werewolf? Just multiclass
werewolves and vampires into werewolf, choosing how much you want
immaculate in their dark beauty, to gain power as a lycanthropic beast and
as well as a number of little- how much you want to focus on your ranger
known spells of the dark, horrific abilities as you level up. Want to be the
variety. Take this book in hand, skeleton of a Dragonborn? Start at level 1 as
the skeleton subclass of the undead class. I
and begin your journey into
believe that this approach to creating undead
shadow.
and haunted characters will allow players to
~Strahd flex their creativity more fully and will allow
for interesting plot twists as a PC becomes
This book was created in an attempt to fill a undead and continues his or her quest.
bit of a hole in the D&D 5e world. While
official content such as the Monster Manual In addition to the main feature of this book,
can boast hordes of creepy undead and you will also find new horror-themed
stalking werewolves, no official content has background options, equipment, feats, spells,
yet provided substantial resources for and monsters. You will also find a myriad of
haunted PC concepts, and this book seeks to suggestions for creating horroresque PCs and
fill that gap. NPCs, adventure plot hooks, and plot twists
to spice up your adventures.
While I have seen several iterations of
homebrew horror creatures such as Keep reading, if you dare!

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Strahd’s Manual of Shadow | 6
Chapter 1: Races Born of Shadow

T
hough far less populous than other The races introduced in this chapter are the
races across the realm, there are a driders as a playable race, as well as four new
few unusual races that, though not races: etherkin, pumpkinheads, ravenbound,
widely known, are fascinating in and of and scarecrows.
themselves. Members of the races presented
in these chapters generally keep to
themselves, leading isolated lives in dark Drider
forests or caves or amid rugged wilderness Hideous masses of writhing legs, dark magic,
uncultivated by more prominent races. and flashing scimitars, driders are elite
warriors that hold high rank in the
Each of the races presented in this chapter Underdark. Part drow and part spider, these
tend to face many of the social challenges creatures strike fear into the hearts of
that tieflings, drow, and half-orcs often adventurers unlucky enough to delve into the
experience. As strange, unusual, and often depths of the world below.
frightening creatures, the races presented in
this chapter frequently have to overcome or
embrace racial stereotypes that lead others to
Lolth’s Chosen
Driders are not born; they are created. Drow
view them as monsters more than as people.
that are notably even more ruthless and
devoted to Lolth than their compatriots may
Using These Races be chosen by the demon goddess of the
The races introduced in this chapter Underdark to undergo a fell ritual. This ritual
work particularly well in dark fantasy merges a drow with a spider, creating a
settings such as the Shadowfell, hybrid, monstrous creature with the lower
Ravenloft, or similar environments. It half of an eight-legged spider and the upper
might be a bit out-of-place to play as half of a drow.
one of these races in a module such as
the Storm King’s Thunder. Check with When creating a drider character, remember
your DM before playing one of these that you were once a drow and Lolth deemed
races. you worthy to undergo her dark ritual. Work
with your DM to determine how this
Furthermore, remember that if you happened and how it has affected you. It is
want to play a zombie, werewolf, or
incredibly rare to find a heroic drow, and
some similar horror creature, check
even more so to find a heroic drider. Driders
Chapter 2.
generally work best when you are playing a
villainous campaign, or if you and your DM
create remarkably extenuating circumstances

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surrounding your backstory. If you are a remaining semiconscious, for 4 hours a day.
heroic drider, you likely have many powerful While meditating, you can dream after a
enemies in Lolth’s servants. fashion; such dreams are actually mental
exercises that have become reflexive through
years of practice. After resting in this way,
Drider Traits you gain the same benefits that a human does
Driders are presented as an entire race here
from 8 hours of sleep.
because they are so completely transformed
Webs. You may cast the web spell innately,
that it is not reasonable to present them as an
requiring no material components. Charisma
elf subrace. When your drow character
is your spellcasting modifier when you cast
becomes a drider, they lose all previous racial
this spell in this way. Once you cast it, you
abilities and gain these ones instead.
cannot do so again until you complete a short
Ability Score Increase. Your Dexterity score
rest.
increases by 2.
Languages. You can speak, read, and write
Age. Driders share the remarkably long
Common and Abyssal.
lifespan of their fey cousins, living 600 years
or even longer.
Alignment. Driders are almost universally
evil, and most of them serve Lolth with
chaotic abandon.
Size. Driders stand taller than most elves,
towering some 7 or 8 feet with their arachnid
abdomens. Your size is Medium.
Speed. Your base walking
speed is 30 feet, and you
have a climbing speed
equal to your walking
speed. You may use this
climb speed to walk
across vertical surfaces.
Superior Darkvision. You
can see in dim light within
120 feet of you as if it
were bright light, and
darkness as if it were dim
light. You can’t discern
color in darkness, only
shades of gray.
Trance. Driders don’t
need to sleep. Instead,
they meditate deeply,

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gazing into the material world and looking for
Etherkin a way back. These etherkin, called the “Gray
Long ago, a colony of humans and elves Folk” by many, look very similar to half-elves
disappeared from the face of the earth. The with gray skin and gray hair and gray eyes,
kingdom that had sent out that colony though they are typically a bit shorter and
believed them to be dead, but the truth was slimmer in build than half-elves.
far stranger: through an enormous arcane rift,
the colony had been transported into the
Ethereal Plane. Over the years, the two races
cross-bred and their physiques changed to
accommodate their ghostly surroundings.
Eventually, when some of the descendants of
the lost colony made their way out of the
Deep Ethereal and back to the Material
Plane, they had evolved into another race
entirely.

Born of Mist and Shadow


The etherkin spent many generations
evolving in a plane with very different
physical properties than the Material Plane.
Because of this, they have developed quite
strange bodies. An etherkin’s digestive and
reproductive systems remain relatively
unchanged, although etherkin diets tend to
be a bit lighter than most creatures of the
Material Plane.

Etherkin have slight, thin bodies that are easy The other half of the colony found itself
to miss. It is said that the expression “he sucked far into the Deep Ethereal. Over the
would disappear if he turned sideways” years, these ether kin developed into thin,
originally referred to ether kin. bony creatures of ebony skin and large,
yellow eyes fit for seeing in deep darkness.
Called the “Shadow Souls” by the gray folk,
The Split individuals from this subrace of the ether kin
During their evolution in the Ethereal Plane, tend to embrace savage, feral instincts,
a devastating ether cyclone divided the lost lurking in dark caves or mist forests and
colony asunder. Half of the colony remained feeding on solitary creatures that they can
close to the Border Ethereal and often ambush.
strolled along the Ethereal Plane’s edge,

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Age. Even though etherkin originally hail
Thieves, Assassins, and Scouts from elvish bloodlines, they have remarkably
Because both subraces of etherkin are
short lifespans. Fleeting as shadows, etherkin
remarkably adept at moving unnoticed
reach maturity around 10 years old, and few
through restricted areas with high security,
live longer than 50 years.
these folk make exceptional rogues. Many
Alignment. Etherkin follow a strange sort of
will pay good money for the services of an
moral dichotomy, as they understand the
ether kin assassin, and an army with etherkin
importance of set rules to survive in a difficult
scouts is bound to know its surroundings far
environment yet also despise being told what
better than nearly any other.
to do or how to live. Because of this, etherkin
of any alignment are not uncommon.
Etherkin Names Size. Etherkin are small and slight. Wiry and
Though originally human and elvish in thin like half-elves, yet even shorter than
nature, as the etherkin evolved, so did their most of their distant cousins, etherkin
language. A blend of human and elvish typically stand between 4 and 5 feet tall. Your
tongues was saturated with new words and size is Small.
sounds to reflect the ethereal environment in Speed. Your base walking speed is 25ft.
which the race found themselves. After the Darkvision. You have superior vision in dim
Split, the shadow souls’ own dialect of the and dark conditions. You can see in dim light
language gained heavy inflections of harsh, within 60 feet of you as if it were bright light,
guttural consonants. and in darkness as if it were dim light. You
Etherkin use human naming conventions, can’t discern color in darkness, only shades
though their names tend to be a bit more of gray.
melodious or eerie than typical human Ethereal Stealth. You gain proficiency in
counterparts, as they reflect the environment Stealth.
in which the etherkin developed. Fey Ancestry. You have advantage on saving
Male Ether Kin Names: Balc, Bowlg, Cylat, throws against being charmed, and magic
Dairik, Deifain, Fawlg, Gohstrei, Niyatsood, can’t put you to sleep.
Sein, Skayel, Wyt, Zafkron Languages. You can speak, read, and write
Female Ether Kin Names: Boanya, Draska, Common and Etherspeech, a dialect of
Ebynai, Eriniti, Floshara, Istreni, Leipta, Primordial. You can understand and
Marskaini, Myskri, Niyatsein, Pryskoni, communicate with creatures that know any of
Shatra the dialects of Primordial.
Subrace. Choose which subrace you hail
from: gray folk or shadow soul.
Etherkin Traits
Your ether kin character has the following
racial traits.
Ability Score Increase. Your Dexterity score
increases by 2.

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Gray Folk Shadow Soul
As one of the gray folk, your diminutive As a shadow soul, you are particularly adept
stature and unassuming coloration make it at skulking through the shadows and
easy for you to slip in and out of nearly any ambushing unsuspecting victims.
environment unnoticed. Ability Score Increase. Your Wisdom score
Ability Score Increase. Your Charisma score increases by 1.
increases by 1. Superior Darkvision. Your darkvision has a
Ghostly Evasion. You can cast the disguise radius of 120 feet.
self spell once with this trait, regaining the Sunlight Sensitivity. You have disadvantage
ability to do so when you finish a long rest. on attack rolls and on Wisdom (Perception)
When you reach 3rd level, you can cast the checks that rely on sight when you, the target
pass without trace spell, regaining the ability of your attack, or whatever you are trying to
to do so when you finish a long rest. perceive is in direct sunlight.
Charisma is your spellcasting ability for these Ambush. Whenever you get a surprise round
spells. at the start of combat, your first attack roll
during the surprise round has advantage.
Bite. You have a natural weapon attack with
which you are proficient and can use either
your Strength or Dexterity modifier. Your
bite has a reach of 5 feet and deals 1d4
piercing damage on a hit.

Pumpkinhead
An unusual sort of folk that seem to prefer
forming small, isolated communities with
others of a kind rather than large
multicultural cities, pumpkinheads enjoy the
rugged appearance of untamed nature -
especially forests - and seek to live at peace
with the land.

Topheavy and Lanky


Pumpkinheads look quite similar to humans
in weight and build, though pumpkinhead
arms tend to be a bit lankier and the average
pumpkinhead may stand a few inches taller
than a human. Pumpkinheads have skin that
ranges in shade from human shades of
peachy and brown to quite inhuman hues of

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bright orange and the dull red of autumn and buzzards swoop down on a decaying
leaves. carcass. To a pumpkinhead, wilderness in all
its savage, untamed glory is far more beautiful
Most striking about a pumpkinhead’s than the carefully curtailed gardens that
physical appearance is that, as their name creatures such as gnomes and halflings tend
implies, their heads look exactly like large to favor. For this reason, pumpkinheads of a
pumpkins growing out of their necks. They more adventurous ilk often become rangers,
are born with the innate and unexplained druids, or barbarians to protect their
ability to create facial expressions at will, like homelands.
a living jack o’lantern, and they must eat and
drink as any race. Because they have such
large heads, these creatures tend to be a bit
Small, Close Communities
Many pumpkinheads enjoy solitary life and
topheavy and clumsy.
are quite content to live by themselves in a
small cave or a hollow tree, tending to rugged
Guardians of Wilderness nature around them in solitude for the
Nothing gives a pumpkinhead such pleasure majority of their life. Those that are a bit
as strolling through a thick forest choked with more social will form small communities that
untamed thorns and briars, or watching crows they call “Patches.” A patch is typically

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viewed as one big family, and it is uncommon Pumpkinheads that adopt names may or may
to find a patch so large that a pumpkinhead not abide by common distinctions between
doesn’t know everyone else in their patch. male and female names, depending on how
well they understand the culture that they
interact with.
Pumpkinhead Names Pumpkinhead Names (Human): Brooke,
Due to the fact that pumpkinheads are often
Cedar, Chirp, Deep, Flower, Forrest,
solitary or live in such small communities that
Glendolyn, Mirk, Oak, Rocky, Shadow,
they know one another without conventional
Stormy, Thornbush, Verdant, Vineyard,
naming mechanisms, pumpkinheads often
Zephyr
do not have names as many other races
Pumpkinhead Names (Elvish): Amao, Anor,
might. Those pumpkinheads that do find
Brog, Coe, Galas, Guenhyvar, Keth, Naur,
themselves frequently interacting with races
Nimloth, Shanta, Silvanus, Sylvia, Valleui
that have naming customs will typically adopt
a name that reflects their love of nature,
translated into the native tongue of the race Pumpkinhead Traits
that they tend to interact with the most. Your pumpkinhead character has the
following racial traits.
Ability Score Increase. Your Wisdom score
increases by 2, and your Constitution score
increases by 1.
Age. Pumpkinheads enjoy lifespans
considerably longer than humans, though
quite a bit shorter than elves. Pumpkinheads
reach adulthood around the age of 30, and
many can live around 300 years.
Alignment. Because pumpkinheads embrace
the most rugged aspects of nature, they tend
to be chaotic. Many are neutral and quite a
few would be described by others as evil,
though good pumpkinheads are not unheard
of.
Size. Pumpkinheads tend to stand between 6
and 7 feet tall and weigh between 180 and
240 pounds. Much of their weight comes
from their large heads. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Unsettling Appearance. You gain proficiency
with the Intimidation skill.
Wilderness Magic. You know the druidcraft
cantrip. When you reach 3rd level, you also

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know the entangle spell and can cast it once may take interest in a particularly cunning
at its lowest level. Once you cast that spell burglar or pickpocket.
using this feature, you cannot do so again
until you finish a short or long rest. Wisdom When the Raven Queen discovers such a
is your spellcasting ability modifier when you soul, she will invade its dreams, causing it to
use these spells in this way. experience terrifying nightmares. Many poor
Languages. You can speak, read, and write creatures actually die of fright, but those who
Common, Druidic, and Elvish. do not are welcomed into the presence of the
Raven Queen near the end of their dreams.
She bestows upon them what some call a
Pumpkinhead Classes
Many pumpkinheads make excellent blessing, and others call a terrible curse.
clerics of the nature domain, as well as
druids and rangers. Pumpkinheads are When a creature that survives these dreams
also ideal Pumpkin Lords (see the awakens the following day, wings have
Harvester subclass in the following sprouted out of their back, feathers coat their
chapter). Some pumpkinheads that body, their feet have been transformed into
decide to militantly oppose the the ragged talons of ravens, and their head
despoiling of wilderness become has been transformed into the head of a giant
fighters, barbarians, or paladins raven.
(typically taking the Oath of the
Ancients) as well. Some ravenbound are known to acquire
completely new personalities, while others
retain fragments of their old ones. Regardless
Ravenbound of personality, many ravenbound will go on
Many prefer to deny the existence of the killing sprees early in the service of their new
ravenbound, as these winged creatures are Mistress in order to prove their worth,
the stuff of nightmares. But they are very real, slaughtering their former loved ones and
if rare. Ravenbound are souls that came to friends.
the attention of the Raven Queen, and
received her self-proclaimed “blessing.”
Winged Horrors
Ravenbound soar through the sky by night
Birthed of Night Terrors seeking blood, and it is said that the very
When a mortal catches the eye of the Raven shadow of a ravenbound passing over a
Queen, the immortal goddess of the person is enough to make their blood run
Shadowfell, it is often because of some vile or cold. Ravenbound have little to no semblance
dark deed that the mortal committed. of their former moral code, though they may
Tyrants that commit infanticide or souls that retain a bit of their prior personality. A
have no remorse after kinslaying are only two ravenbound seeks only to serve the Raven
examples of the sort of cruelty that interests Queen, spreading darkness and decay
the Raven Queen. Her interest is not sparked throughout the land.
only by the powerful and cruel, however; she
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Three-Way Hatred Hoarders
Ravenbound, aarakocra, and kenku all By nature, the Raven Queen loves to hoard
despise one another, despite all having shiny objects, and her minions are no
avian characteristics. Kenku resent the different. Stealing a precious family heirloom
other two for having the ability to fly, from a poor creature can often kill two birds
and aarakocra loathe kenku and with one stone, as it were: inflicting pain
ravenbound for their malicious natures. upon a creature for no reason other than the
Ravenbound look down on kenku for pleasure of it, and acquiring a pretty item for
being the lesser of the two birds of
the ravenbound’s own enjoyment.
death; after all, who would want to
associate with a crow when they could
do business with a raven? Furthermore, Ravenbound Names
the ravenbound detest aarakocra for When taken into the service of the Raven
trying to uphold justice and light in the Queen, a ravenbound loses any form of
sky, when it is a ravenbound’s duty to identification it had in its former life. It is
spread darkness and shadow.
now a pet in the service of the Raven Queen,
and as such is simply referred to as “Bird” or
“Raven.”
Intelligent Scavengers
Like any true raven, a ravenbound
instinctively knows when to pick its battles.
Ravenbound revel in watching from hiding as
two foes battle one another. Once they are
both weakened or near death, a ravenbound
will dash out of hiding and make quick work
of both of them. Ravenbound enjoy
scavenging off of large predators and allowing
others to do the brunt of difficult labor for
them.

Ravenbound Traits
Your ravenbound character has the following
racial traits, which replace the racial traits it
had before its transformation.
Ability Score Increase. Your Intelligence
score increases by 2, and your Charisma
score increases by 1.

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Age and size. You retain the age and size If you are in a plane of existence that has no
parameters of your previous race. differentiation between day and night, you
Alignment. Except in exceptionally rare regain use of this feature after a short rest.
cases, a ravenbound’s alignment is chaotic Talons. You are proficient with your
evil. unarmed strikes, which deal 1d4 slashing
Speed. You have a walking speed of 30 feet. damage on a hit.
Flight. You have a flying speed of 40 feet. To Languages. You can speak, read, and write
use this speed, you can’t be wearing medium Common, Abyssal, and Auran.
or heavy armor.
Fright. You know the thaumaturgy cantrip.
When you reach 3rd level, you know the Scarecrow
cause fear spell and can cast it innately. For many centuries, seeing a scarecrow
Charisma is your spellcasting ability modifier meant one of two things. Either a farmer had
for this spell when you cast it in this way. constructed a humanlike figure to scare away
After you cast this spell using this feature, you scavenging birds, or a wizard, witch, hag, or
cannot cast it again until the next dusk. the like had created a servant using dark
magic.

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That has changed, however, as a third sort of through the cloth, the blood of an animal
scarecrow emerged. Six scarecrows rebelled recently killed must be fed into the creature’s
against their creator, a hag named Olga mouth.
Gristlegums. They murdered her in her sleep Once this ritual is complete, a new scarecrow
one night and took over the dry, dusty will rise as a fully formed adult the next time
woodlands that she had inhabited. These the sun reaches its zenith.
scarecrows read Olga’s old tomes, eventually
discovering a way to create and animate new
scarecrows, thus reproducing and creating a
Hinterland Raiders
Because scarecrows need a considerable
new sentient race.
amount of straw and sackcloth to reproduce,
it is common for scarecrow raiding parties to
Sackcloth, Straw, and Blood steal clods of hay and bundles of cloth from
Scarecrows do not reproduce in the same farming communities. These raids are often
way as most other creatures. Rather, creating planned meticulously in advance to ensure
a new scarecrow requires an interesting ritual. that each raider can slip in and out of the
First, living scarecrows must shape their new community undetected.
companion’s body out of straw and sackcloth
or burlap. After the body is formed and the
face is shaped with eyes and a mouth cut
Scarecrow Societies
Scarecrows of this sort do not need to eat or
drink, though they enjoy the taste of food and
blood and they do need to sleep. As such,
scarecrows tend to develop societies of
varying sizes in order to protect one another
during the night.
A society of scarecrows may range from a
couple dozen individuals to a few hundred.
They may build small huts to live in, or
simply dwell in hollow logs and small caves.
These creatures usually elect one particularly
old and wise scarecrow to be their leader,
and this scarecrow will make decisions in the
event of an argument or dispute.
Scarecrows are quite social creatures; they
much enjoy talking with one another or with
travelers that stumble into scarecrow
territory. Many scarecrows delight in scaring
travelers, though their antics are usually
harmless. Some, however, believe that blood
from humanoid folk is the best sort to use
when creating new scarecrows.

Strahd’s Manual of Shadow | 17


their own benefit. In general, they are evenly
split between good and evil.
Size. Scarecrows can range anywhere from 4
Scarecrow Names to 7 feet tall, depending on how much straw
Because scarecrows are neither male nor
and sackcloth is available when it comes time
female and do not reproduce the same way
to make a scarecrow. Your size is medium
as many other humanoids, they have very
Speed. Your base walking speed is 30 feet.
different names than most. Scarecrows name
Beast Speech. You can communicate to
one another based on their physical
some degree with animals. Through grunts
attributes, which are determined by the
and gestures, you can communicate simple
scarecrows that create the next generation.
ideas to beasts and understand basic ideas
Scarecrows have developed their own
that they try to communicate to you.
language, which is derived from the sylvan
Construct Body. You do not need to eat or
spoken by hags but contains more dry, husky
drink, and have advantage on checks made to
sounds. Each name has a translation in
avoid exhaustion.
parentheses.
False Appearance. When you are
Scarecrow Names: Corshkif (crow face),
motionless, you are indistinguishable from a
Dornanks (lockjaw), Hauisknif (straw
normal scarecrow without means of magical
mouth), Laegsanth (sharp tooth), Laegskant
detection.
(sharp claw), Nashtlelthi (stick legs), Sharyti
Mask of the Wild. You may attempt the
(big eyes), Stondwesg (tall one)
Hide action even if you are only lightly
obscured by foliage, mist, rain, or other
Scarecrow Traits natural phenomena.
Your scarecrow character has the following Weapon Proficiency. You are proficient in
racial traits. scythes, slings, and sickles.
Ability Score Increase. Your Charisma score Languages. You can speak, read, and write
increases by 2, and your Wisdom score Common, Sylvan, and Scarecrow. Scarecrow
increases by 1. began as a dialect of Sylvan that is now far
Age. Scarecrows are born fully adult. They enough removed from its parent language
live for around 50 years. that it is considered its own language. It tends
Alignment. Scarecrows are almost always of a to sound huskier than Sylvan, like wind
chaotic bent as they enjoy making mischief whispering through dried corn stalks.
and see fit to raid humanoid settlements for

Strahd’s Manual of Shadow | 18


Chapter 2: Six Haunted Classes

Y
ou read that right. Classes. Not just
archetypes. This chapter contains True, the Harvester and Witch classes can be
SIX new classes to use in your played from level 1 without too much
games, designed to help you achieve your explanation. However, the Ghost, Undead,
haunting character concepts that may be Vampire, and Werewolf classes do require a
difficult to replicate given official content. bit more forethought and cooperation on
both the player’s and the DM’s part.

Important questions to consider are provided


at the beginning of each class description. For
example, you may want to play a lawful good
vampire, or your PC may die but you want to
keep playing that PC as a zombie. Check
with your DM before
creating such a
character
and be
sure that there will
be room for that sort
of character in your
game.

The classes introduced in this chapter are not


always intended to be treated in the same way
that most classes are. Each class has options
that allow you to play a single class all the
way from level 1 to 20, but many of these
classes are actually meant to be used as
multiclass options after a PC dies or is
cursed with lycanthropy, vampirism, or a
similar affliction.
Strahd’s Manual of Shadow | 19
of existence as easily as one might push
Ghost through a waterfall.
Ryo's friends have not seen him since he was
disintegrated by a powerful demon. They
mourn the passing of their wood elf friend,
Incorporeal Stalkers
but at the funeral reception, a hooded figure Ghosts harness all the benefits of living
lurks in the corner. During a moving eulogy trapped between life and death. They are
by Ryo's close friend Ikeshia, the figure able to step in and out of the physical world,
lowers its hood... revealing none other than allowing them a great deal of versatility. Many
Ryo himself, back from the dead. However, master the ability of eavesdropping or
he looks... different. He is drained of all skulking with nearly perfect impunity.
color, appearing to be a drab grayscale
version of himself. Different ghosts respond to these powers in
different ways. Some become arrogant in
Wayne Muun has always been one for their ability to escape danger, though despite
theatrics, even though he's been dead for fifty common beliefs a ghost can in fact die if it
years. He loves nothing more than lurking in bites off more trouble than it can chew.
the Border Ethereal, haunting the Crescent Other ghosts prefer not to utilize their
Cloud Tavern. He particularly loves hiding incorporeal abilities as fully, instead relying
near the old grandfather clock and making it on more traditional magical prowess.
ding too many times, or floating through a
table to make some poor soul choke on his Harmless or Malevolent
ale. With the ability to move about virtually
undetected, whole worlds of mischief can be
Drifting through the dark hollows of a dense discovered. Depending on what a person's
woodland, Zando remembers what it was like personality was prior to becoming a ghost,
to feel the wind in his halfling foot-hair. Now, these abilities can be merely annoying or
he can't feel anything, which is why he has outright devastating to the living.
taken to stealing the bodies of unsuspecting
travelers. He never means them any harm, Some ghosts derive joy from pulling relatively
and only uses their bodies long enough to harmless pranks, while others drift about in
enjoy the sensations of living. However, few their semi-living state as they scheme the
souls enter the forest nowadays, afraid of undoing of their living counterparts.
having their bodies snatched.
Whether harmless or malevolent in nature,
Ghosts haunt the mortal world despite being ghosts tend to favor haunting places that were
dead, perhaps for many and more years. important to them in their living years. This
Ghosts, unrestricted by the bounds of mortal may be a favorite tavern, a homestead, an old
aging, become powerful spellcasters and can castle or palace, or a grave where they lost
use their arcane talents to become their own life or the life of a loved one.
incorporeal, drifting through walls and planes Occasionally, however, a ghost cut from

Strahd’s Manual of Shadow | 20


particularly reckless cloth will drift far from In addition to considering why you became a
their haunts, seeking that frightful thrill of ghost, think about how becoming a ghost
adventure. affected your character's personality. It stands
to reason that dying would be a traumatic
experience in one's existence, and a
character's personality may change greatly
upon becoming a ghost.

Seeking Revenge
If you want to play a character with such a
vengeful agenda that he or she returned
to their mortal haunts by sheer force of
will in order to settle the score, you could
play a Ghost and take the Haunting
Avenger subclass. You could also
consider playing a Revenant, which is one
of the Undead subclasses.

Multiclassing into Ghost


If your PC dies, but you want to continue
playing as the same character, first talk with
your DM to determine if this would be a
viable option for your character. Second,
when multiclassing into this class, you may
Creating a Ghost use these optional rules to represent the
You can only play a ghost if you are dead. If
changes that your soul undergoes as you
you start out at level 1 as a ghost, it's worth
become a semi-living entity.
taking the time to answer a few questions. For
starters, why did you die? Why did you stick
around instead of moving on to whatever Physical Deterioration
awaits you after this life? Are you scared of Because your physical body is now physical
what comes next? Do you have a score to only in the loosest sense, decrease your
settle? Think carefully about why you weren’t Strength score by 2 and increase your
able to fully leave this life. What event Intelligence or Charisma score by 2. You
trapped you in between lives? Dark magic; a cannot increase any ability score above 20 in
powerful bond to a location, item, or person; this way.
or an unfulfilled quest that your soul is tied to
could all serve as very interesting plot Haunted Mind
elements. Roll once or twice on the Short-Term, Long-
Term, and Indefinite Madness tables in the

Strahd’s Manual of Shadow | 21


DMG (pages 258-60). Your character gains Hit Points at Higher Levels: 1d6 (or 4) +
these effects and flaws for the duration. your Constitution modifier per ghost level
Additionally or alternatively, you may roll on after 1st
the table below to gain a new personality trait.
Proficiencies
d8 Personality Trait
Armor: None
1 You can't help but play with people's
hair or clothing or coin purses. It's all in
Weapons: Simple weapons
good fun, of course, but they don't seem Tools: None
to see it that way. Saving Throws: Wisdom, Charisma
2 You enjoy mumbling vague threats Skills: Choose two from Arcana, Deception,
under your breath. Insight, Intimidation, Investigation,
3 You have vivid and painful flashbacks of
when you died.
Perception, Performance, Persuasion,
4 You know that you don't belong here, Religion, Sleight of Hand, and Stealth
so you isolate yourself from living folk.
5 Dying was a liberating event, and you
Equipment
want to ensure that more people
experience it. At your hand, if possible. You start with the following equipment, in
6 You miss your physical body and want addition to the equipment granted by your
to experience physical sensations at background:
nearly any cost. ➢ A simple weapon
7 You're sort of obsessed with your
➢ An arcane focus or component
childhood home.
8 You feel incredibly protective of your pouch
allies, not wanting them to become like
you.

Quick Build
To quickly make a first-level ghost, follow
these suggestions. First, make Charisma your
highest ability score, followed by Constitu-
tion. Second, choose the Acolyte or Sage
background.

Class Features
As a ghost, you gain the following class
features.

Hit Points
Hit Dice: 1d6 per ghost level
Hit Points at 1st Level: 6 + your Constitution
modifier

Strahd’s Manual of Shadow | 22


shown in the Cantrips Known column of the
Ghost table.
Spellcasting
You have gained the innate ability to reshape Spell Slots
the world around you by manipulating the The Ghost table shows how many spell slots
fabric of the world through your semi-living you have to cast your spells of 1st level and
status. In this way, you can achieve a variety higher. To cast one of these spells, you must
of magical effects. See chapter 10 of the expend a slot of the spell's level or higher.
Player’s Handbook for the general rules of You regain all expended spell slots when you
spellcasting and chapter 7 of this book for the finish a long rest.
ghost spell list.
For example, if you know the 1st-level spell
Cantrips cause fear and have a 1st-level and a 2nd-
You know four cantrips of your choice from level spell slot available, you can cast cause
the ghost spell list. You learn additional ghost fear using either slot.
cantrips of your choice at higher levels, as

Strahd’s Manual of Shadow | 23


Spells known of 1st Level and Higher
You know two 1st-level spells of your choice
from the ghost spell list.

The Spells Known column of the Ghost table


shows when you learn more ghost spells of
your choice. Each of these spells must be of a
level for which you have spell slots, as shown
on the table. For instance, when you reach
3rd level in this class, you can learn one new
spell of 1st or 2nd level. Spellcasting Focus
You can use an arcane focus or a trinket (see
Additionally, when you gain a level in this chapter 5 of the Player’s Handbook) as a
class, you can choose one of the ghost spells spellcasting focus for your ghost spells.
you know and replace it with another spell
from the ghost spell list, which also must be Ghostly Body
of a level for which you have spell slots. Because you are dead, yet trapped between
worlds, your body has certain unique
Spellcasting Ability characteristics. You do not have to eat or
Charisma is your spellcasting ability for your drink, and you cannot contract nonmagical
ghost spells. Your magic comes from the poison or disease. You do still need to sleep
strength of will that you can impose upon the and rest, following the standard restrictions
physical world from beyond the grave. You determined by your race concerning short
use your Charisma whenever a spell refers to rests, long rests, and exhaustion.
your spellcasting ability. In addition, you use
your Charisma modifier when setting the You are technically undead. As such, you can
saving throw DC for a host spell you cast and be affected by a cleric’s or paladin’s turn
when making an attack roll with one. undead ability, and holy water can deal you
damage.
Spell save DC = 8 + your proficiency
bonus + your Charisma modifier Healing spells do not work on you unless
Spell attack modifier = your they specifically say that they can heal
proficiency bonus + your Charisma modifier undead. You regain your hit points after a
long rest normally, and you can use your hit
Ritual Casting dice without any penalty. Abilities that allow
You can cast any ghost spell you know as a you to spend hit dice or modify the amount
ritual if that spell has the ritual tag. of health you regain when doing so function
normally, and potions that restore hit points
work on you.

Strahd’s Manual of Shadow | 24


You can touch, hold, and manipulate objects. ➢ When you take nonmagical acid,
However, you can only lift weight equal to bludgeoning, cold, fire, lightning,
your Strength score x2 without penalty, and piercing, poison, or slashing damage,
your carrying capacity equals your Strength reduce the amount you take by your
score x4. proficiency bonus (min. 1 damage).

Here are a few suggestions for what you To enter your incorporeal form, you must
might look like now that you are a ghost. Feel use a spell slot. Your incorporeal form lasts
free to use these suggestions as a basis for for a number of minutes determined by the
creating your own unique appearance, or level spell slot that you used, as shown below.
simply roll on the table below. If you so choose, you can end your
incorporeal form early as a free action.
Ghostly Visage
d6 Appearance Slot level Minutes in form
1 You appear entirely grayscale or sepia 1 1 minute
rather than more colorful hues.
2 3 minutes
2 Your clothing does not move when the
wind blows. 3 5 minutes
3 Your voice sounds distant even when 4 10 minutes
you shout. 5 20 minutes
4 You only appear solid when someone 6 1 hour
looks at you from their periphery.
7 2 hours
5 When you move, light distorts in your
body like it might in water. 8 3 hours
6 Your body occasionally seems to break 9 5 hours
apart and reform.
At second and higher levels, you gain access
Incorporeal Form to Ghostly Invocations. These invocations
grant you extra abilities that you can use while
As a ghost, you always look just a bit different
you are in your incorporeal form.
than a living being. It’s easy to tell that there’s
something different about you, and you often
look just a bit see-through.

Occasionally, you can enter a truly incorp-


oreal form. While not exactly invisible in this
form, creatures that look at you only vaguely
see your visage, but see through you as well.

While in this form, you gain the following


benefits:
➢ You have advantage on Stealth
checks.

Strahd’s Manual of Shadow | 25


by 2, or two ability scores by 1 each. You
Ghostly Invocations can’t increase an ability score above 20 using
At 2nd level, you have learned how to tailor
this feature. Alternatively, you may choose to
your incorporeal body to your specific needs.
take a feat.
You may select two Ghostly Invocations from
the list at the end of this class. You get to
select a third Invocation at level 7, a fourth at Border Ethereal
level 13, and a fifth at level 18. Each time you At 5th level, you have learned how to travel
level up, you may reselect your Ghostly into the Ethereal Plane. While you are in
Invocations, but may not have more than your Incorporeal Form, as an action, you
your limit allowed at that level. You may not may enter the Border Ethereal. While you
reselect your Ghostly Invocations unless you are there, you can see creatures and objects
level up. on the Material Plane, and they can see you,
but you cannot physically affect or be affected
Unless otherwise specified within a Ghostly by anything on the other plane. You can be
Invocation’s description, you cannot use a mentally affected, such as being Charmed or
ghostly invocation unless you are in your Frightened or taking psychic damage, and
incorporeal form. you can affect creatures on the Material
Plane in this way as well. While in the
Border Ethereal, you may move through
Expertise solid objects in the Material Plane as if they
At 3rd level, you have become an expert at
are not there.
some of your skills. Choose two skills in
which you are proficient, and double your
You may remain in the Border Ethereal for
proficiency modifier for those skills.
up to 1 minute or until your Incorporeal
Form expires, but if you take damage, you
Ghostly Haunt must roll to maintain concentration as if
Additionally, when you reach 3rd level, you concentrating on a spell.
can choose exactly what tethers you to the
mortal world. Choose one of the following After using this feature, you cannot use it
ghostly haunts: Avenger, Lover, Obsessor, or again until you complete a long rest. At 10th
Quester. Each ghostly haunt is detailed at the level, you can use this feature twice before
end of the class description before the completing a long rest, and at 15th level, you
Ghostly Invocations list. Your choice grants can use this feature three times before
you features at 3rd level and again at 6th, 9th, completing a long rest.
14th, and 17th level.
Spell Deconstruction
Ability Score Increase Furthermore, at 5th level you have also
At 4th level, and again at 8th, 12th, 16th, and learned how to manipulate your arcane
19th levels, you can increase one ability score energy to suit your needs. As an action, you
may expend a spell slot of 2nd level or higher

Strahd’s Manual of Shadow | 26


without using a spell. After doing so, you gain
more spell slots that add up to a total no
greater than the level of the spell slot that you
expended.

For example, if you expend a 3rd level spell


slot, you can gain a 2nd level slot and a 1st
level spell slot, or you can gain three 1st level
spell slots. If you expend a 5th level spell slot,
you could gain up to five 1st level spell slots,
or some combination of higher level spells
that add up to no more than five slots.

Spiritual Fetter
When you reach 14th level, you have
developed such a fierce attachment to your
ghostly haunt that you can nearly always
sense it as if it is a part of you. You gain both
of the following benefits:
➢ You may spend your action
attempting to sense your haunt. If it is
on the same plane of existence as
you, you can pinpoint its whereabouts
within the mile.
➢ If you start your turn at 0 hit points or
have to make a death save, and you
are within 120ft of your haunt, you
may choose to gain temporary hit Additionally, when you are in the Border
points equal to ½ your hit point Ethereal Plane, you can use your action to
maximum. Once you do so, you enter the Deep Ethereal. When you do so,
cannot use this ability in this way roll 1d12 x 2. That is the minimum number
again until after you complete a long of hours that you spend in the Deep
rest. Ethereal. When this time is over, you may
emerge from the Deep Ethereal into one of
Spirit Walk the following planes of existence of your
At 20th level, you have mastered the ability to choice: the Material Plane, the Feywild, the
enter the Ethereal Plane. You have unlimited Shadowfell; the elemental plane of Air,
uses of Border Ethereal. Earth, Fire, or Water; or the Elemental
Chaos.

Strahd’s Manual of Shadow | 27


If you expend a spell slot before entering the multiverse in order to deliver justice. Such
Ethereal Plane, you may take a number of ghosts are often ferociously single-minded,
friendly creatures with you equal to the level stopping only long enough to sleep and
spell slot that you expended. regain their arcane abilities before striking
out after their adversary once more.

Optional Rule: Resting in Peace


Haunt
The purpose of a ghost is to fulfil some
When you choose this haunt at 3rd level,
manner of unfinished business involving
your haunt. Thus, it seems appropriate choose one adversary from your past or
that a ghost may find itself at peace after present that you begrudge. That adversary is
achieving some sort of great your haunt. Whenever a class feature or
accomplishment. Ghostly Invocation refers to your haunt, it
applies to this adversary.
If you choose, after you achieve some
such goal (killing your avenger's haunt, Bonus Spell
protecting your lover's haunt from some You learn the hunter’s mark spell, which is
great evil, etc.), your soul may pass considered a ghost spell for you, although it
contentedly into the afterlife.
does not count against the number of ghost
spells you know. You may cast it using your
Doing so provides a natural end to your
character's story arc and is usually a very ghost spell slots.
satisfying and emotional way to say
conclude a character's journey. Ghostly Invocation: Avenger
Finally, at 3rd level you learn one special
Ghostly Invocation, Avenger. This does not
Ghostly Haunts count against the number of Ghostly
Nearly every ghost has some sort of Invocations you can know, and you cannot
unfinished business. After all, that is why they trade it out for another generic Invocation
return to the realm of the living: to finish when you level up.
what they were not able to in one life. A Avenger. When you force your haunt to
ghost may seek vengeance upon a soul that make a saving throw and you are within 60ft
wronged them, or strive to protect a precious of it, you may use your bonus action to force
family heirloom or rescue a cherished lover it to make its saving throw with disadvantage
or family member. due to the ferocity of your malice.

Haunting Avenger Single-Minded


When you reach 6th level, you pursue your
Ghosts that return to exact revenge upon
haunt with dogged persistence. If you are
some great foe are called Haunting Avengers.
within 120ft of your haunt, you cannot be
These ghosts will stop at nothing to pursue
frightened, and you have advantage on saving
their mortal enemies to the ends of the
throws against being charmed and turned.

Strahd’s Manual of Shadow | 28


Haunt
Deathly Avenger When you choose this haunt at 3rd
At 9th level, your ability to impose level, choose one creature from your
your will upon your haunt has past or present that you love
grown even stronger. The intensely. That creature is your
range of your Avenger haunt. Whenever a class
ghostly invocation feature or Ghostly
increases to 120ft. Invocation refers to
Furthermore, while your haunt, it applies
in your incorporeal to this creature.
form and your haunt is
within this range, you Bonus Spell
may use your bonus You learn the shield of
action to grant yourself faith spell, which is
advantage your next considered a ghost spell for
weapon or spell attack against you, although it does not count
your haunt. against the number of ghost
spells you know. You may cast it
Relentless Avenger using your ghost spell slots.
When you reach 17th level, your fury
burns against your haunt with such fervor that Ghostly Invocation: Fervent Love
your haunt would be foolhardy to try to face Lastly, at 3rd level you learn one special
you openly. Once on each of your turns Ghostly Invocation, Fervent Love. This does
when your haunt takes damage from one of not count against the number of Ghostly
your weapon attacks or from a spell that you Invocations you can know, and you cannot
cast, you may deal extra damage equal to trade it out for another generic Invocation
your level. when you level up.
Fervent Love. When within 120ft of your
Haunting Lover haunt, you may use your action to lose 1d8
The majority of ghosts return to the mortal or 2d8 hit points. Your haunt regains that
world in an effort to protect a close loved number of hit points + your ghost level. This
one. Such a ghost can be viewed as endearing cannot exceed their maximum hit points, and
if the ghost’s love was reciprocated during your haunt cannot gain hit points in this way
life, though a haunting lover can also if they are unconscious.
unintentionally lapse into being a nuisance,
or a remarkably unsettling stalker if the Dogged Loyalty
ghost’s affection went unrequited. When you reach 6th level, nothing can shake
you from your haunt’s side. If you can see
your haunt and are within 120ft of it, you

Strahd’s Manual of Shadow | 29


may use your bonus action to teleport to an Haunt
unoccupied space adjacent to your haunt. When you choose this haunt at 3rd level,
choose one physical item no smaller than a
Undying Love ring and no larger than a harpsichord from
At 9th level, you have grown so determined your past or present that you love immensely.
to protect your haunt that you will interpose That object is your haunt. Whenever a class
yourself between your haunt and harm. feature or Ghostly Invocation refers to your
When you are in your incorporeal form, haunt, it applies to this item.
your Fervent Love invocation gains an
additional ability. If your haunt takes damage Bonus Spell
and you are within range of your invocation, You learn the locate object spell, which is
you may use your reaction to teleport to an considered a ghost spell for you, although it
unoccupied space next to your haunt and does not count against the number of ghost
take the damage instead. spells you know. You may cast it using your
ghost spell slots.
Eternal Love
When you reach 17th level, the strength of Ghostly Invocation: Precious Possession
your love for your haunt has grown so deep Lastly, at 3rd level you learn one special
that you would lay down your very soul for Ghostly Invocation, Precious Possession.
your haunt. When you are in your This does not count against the number of
incorporeal form, your Fervent Love Ghostly Invocations you can know, and you
invocation gains an additional ability. If your cannot trade it out for another generic
haunt dies, you may use your reaction to die Invocation when you level up.
instead. Your haunt regains any hit points it Precious Possession. When you start your
had before dying. If your haunt was turn within 60ft of your haunt, you may use
unconscious and dying, it instead becomes your bonus action to gain temporary hit
stabilized but remains unconscious. points equal to your ghost level. These
temporary hit points last until you leave your
When you die in this manner, it cannot be incorporeal form or until you use this feature
undone except by the true resurrection or in this way again.
wish spells.
Earthly Anchor
Haunting Obsessor When you reach 6th level, you can cast
Sometimes a ghost is simply too attached to a locate object to locate your haunt without
physical item to move on to the next life. expending a spell slot.
Similar to haunting lovers, haunting
obsessors strive at any cost to protect and Protected Possession
maintain ownership over a specific item. At 9th level, you have grown even more
desperately attached to your haunt. When
you are in your incorporeal form, your

Strahd’s Manual of Shadow | 30


Precious Possession invocation gains an Haunt
additional ability. If another creature is When you choose this haunt at 3rd level,
touching your haunt, you have advantage on choose one physical location from your past
attack rolls made against them. or present that you have a deep connection
to. The location can be manmade or natural,
Jealous Possession and can be as small as a cottage or as large as
When you reach 17th level, the bond a portion of a castle (you cannot
between you and your haunt is choose the entirety of a large
so great that you can use castle or a vast cavern as
your close bond with your haunt, but can
your haunt to get the choose a portion of
drop on your one, such as the west
enemies. When you wing or the
are in your whispering cavern).
incorporeal form, That location is
your Precious your haunt.
Possession Whenever a class
invocation gains feature or
one additional Ghostly
ability. If you can Invocation refers
see your haunt, to your haunt, it
you may teleport applies to this
to an unoccupied location.
space adjacent to it
as a bonus action. Bonus Spell
Your next attack roll You learn the detect
on the same turn has evil and good spell,
advantage. which is considered a
ghost spell for you, although
Haunting Quester it does not count against the
Questers are ghosts that are so in love with number of ghost spells you know. You
the physical world that they will do anything may cast it using your ghost spell slots.
in their power to remain there instead of
venturing into the afterlife. A ghost that is a Ghostly Invocation: Possess Creature
haunting quester has a strong tie to one Lastly, at 3rd level you learn one special
specific location, such as a tavern where they Ghostly Invocation, Possess Creature. This
set out on their first quest, or a castle where does not count against the number of Ghostly
they were rewarded for their adventures. Invocations you can know, and you cannot
trade it out for another generic Invocation
when you level up.

Strahd’s Manual of Shadow | 31


Possess Creature. While you are in your Possessor invocation repeats its Intelligence
Incorporeal Form, you may attempt to saving throw at the end of its turn, the
possess a creature’s body. Enter another creature no longer has advantage on its save
creature’s space; that creature must make an to end the possession.
Intelligence saving throw against your spell
save DC. On a failed save, you can take Master Possessor
control of their body. You gain their physical When you reach 17th level, you can possess
ability scores, special abilities, and class a person’s body almost flawlessly. When a
features, but retain your mental ability scores. creature that you possess using your
On your turn, you take your action, bonus Possessor invocation repeats its Intelligence
action, and movement using the physical saving throw at the end of its turn, the
attributes and abilities of the creature that you creature has disadvantage on its save to end
possessed. While possessing a body, you the possession.
cannot cast your spells, but can cast the
body’s spells (if any) using your spell slots.
On the possessed creature’s turn, it can
choose to move, take an action, or take a
bonus action, but can only do one of the
three. It can repeat the saving throw at the
end of its turn, and it has advantage on the
save; on a success, you no longer possess the
body and appear in an unoccupied space
next to the creature. You are also forced
from the creature’s body if it falls
unconscious.

Haunted Haven
Ghostly Invocations
These invocations allow you to customize
At 6th level, your haunt serves as a sort of
your incorporeal form to best suit your
mausoleum for you. While in your haunt,
hauntings. You get two invocations at 2nd
you make death saving throws at advantage.
level, and gain one additional invocation at
If you succeed three death saves in this
7th, 13th, and 18th levels in addition to the
manner, you regain 1 hit point. However,
invocation you learn as part of your ghostly
you after gaining the hit point, you cannot use
haunt. Note that some invocations include
this feature to regain hit points again until
prerequisites that you must meet before you
after you complete a short or long rest.
can choose them, such as reaching a certain
character level or having chosen a specific
Expert Possessor ghostly haunt.
At 9th level, you have become an expert at Unless otherwise stated within the specific
temporarily stealing a person’s body. When a invocation, you can only use an invocation
creature that you possess using your ability while in your incorporeal form.

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Dreams of the Soul the creature is frightened of you for up to 1
Prerequisite: Haunting Lover minute, and can repeat the saving throw at
You may cast dream on your haunt. Once the end of each of its turns, ending the effects
you do so using this invocation, you cannot on a successful save. Undead have advantage
cast this spell in this way again until you on this saving throw.
complete a long rest.
You do not need to be in your incorporeal Gaseous Form
form in order to use this invocation. Prerequisite: 9th level
You may cast gaseous form on yourself as a
Evasion 3rd-level spell, but you only have to expend a
You may use your reaction to impose 1st-level slot.
disadvantage on a weapon attack made
against you. Ghost Glide
When you move, you hover above the
Extended Will ground. You cannot fly more than three feet
Prerequisite: Haunting Obsessor above the ground, but you ignore difficult
When you speak, you can choose to be terrain and can float over hazardous surfaces
heard through your haunt. You can hear any such as lava or thorns.
creature that chooses to address you by
speaking to the haunt, though if a creature Ghost Strike
does not wish you to hear what it says, you When using mage hand, you can use your
cannot hear them through your haunt. action to make a spell attack with that hand.
You do not need to be in your incorporeal It deals 1d6 force damage on a hit. If you are
form in order to use this invocation. 5th level or higher, this increases to 2d6; if
you are 11th level or higher, this increases to
False Appearance 3d6; and if you are 17th level or higher, it
You can cast the disguise self spell at its increases to 4d6 force damage on a hit.
lowest level. For the duration, which you can
maintain whether incorporeal or not, you can Hover
appear to be living unless examined under You can hover a few inches above the
close scrutiny. ground, ignoring difficult terrain and
You do not have to be in your incorporeal hazardous ground such as lava or acid lakes.
form to use this ability.
Lurker
Frightful Presence Prerequisite: 5th level
Prerequisite: 5th level You may become invisible as a bonus action.
You may use your action to force one You remain invisible until the end of your
creature within 20 feet of you that can see or next turn, or until you make a weapon or
hear you to make a Wisdom saving throw spell attack.
against your spell save DC. On a failed save,

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Mage Hand Legerdemain avoid the attack, you do not take the damage
Prerequisite: Haunting Obsessor that triggered this reaction.
When you use the mage hand cantrip, you Once you use this feature, you cannot use it
can choose for your hand to be invisible. You again until you complete a short or long rest.
can also retrieve or stow one object the hand You do not have to be in your incorporeal
is holding in a container worn or carried by form in order to use this ability.
another creature. In addition, you can use a
bonus action to control the hand, instead of Out of Harm’s Way
an action. Prerequisite: Haunting Lover
If you can see your haunt, you are within
Menacing Will 120ft of it, and it takes damage on another
Prerequisite: Haunting Avenger creature’s turn, you may use your reaction to
You may add your Charisma modifier to cause your haunt to teleport up to 30ft to an
weapon attacks and damage against your unoccupied space that you can see. This
haunt in place of your Strength or Dexterity ability only works if your haunt is willing to
modifier. move.
You do not need to be in your incorporeal You need not be in your incorporeal form in
form in order to use this invocation. order to use this ability.

Mist Poltergeist
You can cast fog cloud without expending a When you use the mage hand cantrip, its
spell slot. range increases from 30ft to 90ft.

Multitasker
When you cast the mage hand cantrip, you
can create two hands that move
independently of one another. Each hand
must remain within the range at which you
can cast this cantrip. When you use your
bonus action to control one hand, you may
also control the other hand without spending Possess
any additional actions. Object
Prerequisite:
Otherworldly Dodge Haunting Quester
Prerequisite: Haunting Quester When you use your Possess
If you are in your haunt and take damage, Creature invocation, you may choose to
you may use your reaction to teleport up to possess an object instead. The object can be
60ft away in an unoccupied space that is also no smaller than a ring and no bigger than a
in your haunt. Because this causes you to harpsichord. Unless the object is magically
warded, you can possess it. While possessing
Strahd’s Manual of Shadow | 34
an object in this way, you can create small Short Flight
sensory effects related to your item. For Prerequisite: 5th level
example, if you possess a grandfather clock, You gain a fly speed of 20ft, but you must
you could cause it to sound the hour at the land at the end of each of your turns, or you
wrong time, or if you possess a ring you could fall.
make it feel unusually heavy or cold when
worn.
Shroud
Mundane examination of the object does not
As long as you do not attack a creature on
expose you, though spells such as detect
your turn, you may take the Hide action,
magic and features such as the paladin’s
even if you are in plain sight.
divine sense do reveal that you are possessing
the item.
Terrifying Visage
You have advantage on Charisma
(Intimidation) checks.

Thirst for Blood


Prerequisite: Haunting Avenger
When you attack your haunt with a spell or
weapon attack, you may make an additional
attack as a bonus action.

True Flight
Prerequisite: 15th level
You gain a fly speed of 30ft, and can hover.

Visions of Distant Realms


Prerequisite: 15th level
You can cast arcane eye as a 4th level spell,
but you only have to expend a 1st-level spell
slot.

Strahd’s Manual of Shadow | 35


flames, and she unleashes a bone-chilling
Harvester scream.
Ilezia Liadon was an elf of a small forest
community until a plague desolated her A pumpkin tumbles down a steep hillside
village. Ilezia was the only survivor, and she into a small encampment of goblins. One of
took it upon herself to avenge her fallen the goblins gets up to investigate. The
community. Now, she has mastered the pumpkin opens its eyes, grins, and says one
power of controlling the forces of life and word: “Boo.” The goblin is so unnerved that
death, and she strikes out against any and all it flees. The spritely young pumpkinhead
that she deems responsible for physiological named Joop, hidden in a bush atop the tall
or emotional plagues. hill, laughs to himself as he watches the
goblins abandon their camp.
Wilma Grimm, a disillusioned human, sits
resolute upon her ebony stallion. Mist swirls Harvesters are spooky, often reclusive
about her as she waits for his next target. As individuals that channel the mysterious
the corrupt noble’s carriage comes around powers of All Hallow’s Eve. They can be
the bend, Wilma urges her steed forward. As divided into three categories: Grim Reapers,
they charge the carriage, her stallion’s who seek to harvest souls; Night Riders, who
mane, hooves, and eyes burst into join the eternal Hunt; and Pumpkin Lords,
hellish red who harvest and manipulate pumpkins. You
do not have to be dead to play this class, but
you do not have to be alive, either.

Strahd’s Manual of Shadow | 36


need to answer two questions: do you want to
Dying Appearance fight using damage-dealing spells, a steed, or
All harvesters have some sort of fascination
conjured minions? Do you have a good in-
with death. Many harvesters are so invested
story reason for becoming a harvester?
in the idea of corruption that they actually
take on physical characteristics that reflect
this. Your clothing might always be in need of The harvester is a unique class because its
patching and seaming, or your skin may look three subclasses actually have very little in
sallow and ready to fall off your bones. common. Unlike most other classes,
Perhaps grass and flowers always droop a which have at least some shared
little after you pass over them, or food laid in similarities across subclasses, the
front of you looks a bit rotten. harvester is almost treated as three mini-
classes. Because of this, carefully consider
Because of this unsettling appearance, what sort of flavor you wish to bring to the
harvesters often struggle to fit in socially. game. The grim reaper and night rider
Many become hermits. Those that desire tend to set much darker tones in a
contact with people will often live in very campaign, whereas the pumpkin lord is
large cities so that they can disappear into the more likely to provide comedic relief.
crowd, or they will take the opposite
approach and live in small villages where they
can befriend everyone and convince the town Quick Build
as a whole that they are harmless. To quickly create a harvester, use the
following suggestions. First, make Strength
your highest ability score, followed by
Becoming a Harvester Charisma. Second, choose the Hermit
Harvesters are peculiar people. Their
background.
personalities may vary widely, but they all
have one thing in common: a personally
vested interest in death and decay. This Class Features
could be the result of great personal loss, or As a harvester, you gain the following class
merely an academic study or aspect of one’s features.
personality. When creating your backstory or
during a campaign, work with your DM to
determine why your character is fascinated Hit Points
Hit Dice: 1d10 per harvester level
with deterioration and how this has led your
Hit Points at 1st Level: 10 + your
character to gain the powers of a harvester.
Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) +
Creating a Harvester your constitution modifier per harvester level
When creating a harvester, it is important to after 1st
consider both the subclass that you take and
your character backstory. In a nutshell, you

Strahd’s Manual of Shadow | 37


Proficiencies ➢ a) studded leather armor or b) half
Armor: light plate armor (if proficient)
Weapons: simple weapons, scythes (see ➢ a) an explorer’s pack or b) a
Chapter 5) dungeoneer’s pack
Tools: none ➢ a) an arcane focus or b) a component
Saving Throws: Strength, Charisma pouch
Skills: Choose two from Acrobatics, Animal
Handling, Arcana, Athletics, History, Insight, Scythe
Intimidation, Investigation, Perception, Over the course of a 1-hour short rest, you
Persuasion, Religion, Stealth, and Survival
can bond a melee weapon to you. Once
bonded, you cannot be disarmed unless you
Equipment are incapacitated, and if the weapon is on the
You start with the following equipment, in same plane of existence, you can summon it
addition to the equipment granted by your to your hand as a bonus action. You can
background: bond up to two weapons at once, but they
➢ a) a scythe, b) any martial weapon if require separate 1-hour periods of bonding.
proficient, or c) any simple weapon

Strahd’s Manual of Shadow | 38


You can transform one magic weapon into owl, rat, raven, or a spider; or, if you choose
your bonded weapon by performing a special the Pumpkin Lord subclass, a Jack
ritual while you hold the weapon. You O’Lantern. If your familiar dies, you may get
perform the ritual over the course of 1 hour, a new one after completing a long rest.
which can be done during a short rest.

You can dismiss your weapon, shutting it into


Field
At first level, you choose a field of
an extra-dimensional space, and it appears
specialization: Grim Reaper, Night Rider, or
whenever you summon your bond weapon
Pumpkin Lord. You gain subclass features at
thereafter. You can’t affect an artifact or a
1st, 3rd, 6th, 9th, 11th, 15th, and 20th levels.
sentient weapon in this way. The weapon
All subclass features are listed at the end of
ceases being your bonded weapon if you die,
the class.
if you perform the 1-hour ritual on a different
weapon, or if you use a 1-hour ritual to break
your bond to it. The weapon appears at your
feet if it is in the extra-dimensional space
when the bond breaks.

You may choose one additional


damage type aside from the weapon’s
default type. The additional damage
type must be bludgeoning, piercing, or
slashing. When you deal damage with
your scythe weapon, you may deal
either the weapon’s default damage
type or your additional damage type.
You only gain this benefit with this
weapon.

You may choose to change the


appearance of this weapon, but you
cannot change the amount of damage
it does or any properties it might have
aside from the additional damage
type.

Familiar
You have a familiar, as described in
the find familiar spell. This
familiar can be a cat, crow, frog,

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choose a number of harvester spells equal to
Darkvision your Charisma modifier + half your harvester
At second level, you grow more accustomed
level, rounded down (minimum of one spell).
to the dark. You gain darkvision of 60ft, and
The spells must be of a level for which you
if you already had darkvision, it is extended
have spell slots.
by 60ft.
Casting the spell doesn’t remove it from your
Spellcasting list of prepared spells. You can change your
The Harvester table shows how many spell list of prepared spells when you finish a long
slots you have to cast your harvester spells. rest. Preparing a new list of harvester spells
To cast one of your harvester spells of 1st requires time spent in meditation under the
level or higher, you must expend a slot of the cloak of darkness: at least 1 minute per spell
spell's level or higher. You regain all level for each spell on your list.
expended spell slots when you finish a long
rest. Spellcasting Ability
Charisma is your spellcasting ability for your
Preparing and Casting Spells harvester spells. You use your Charisma
You prepare the list of harvester spells that whenever a spell refers to your spellcasting
are available for you to cast, choosing from ability. In addition, you use your Charisma
the harvester spell-list. When you do so, modifier when setting the saving throw DC
for a harvester spell you cast and when
making an attack roll with one.

Spell save DC = 8 + your proficiency


bonus + your charisma modifier
Spell attack modifier = your
proficiency bonus + your charisma modifier

Extra Attack
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the
Attack action on your turn.

Unholy Presence
Additionally at 5th level, you can harvest the
life force of those around you. You gain the
following Unholy Presence ability: Lethargic
Touch. Each subclass gives you another
Unholy Presence ability.

Strahd’s Manual of Shadow | 40


You can use either this Unholy Presence
ability or your subclass ability. Once you do Field of Specialization
so, you cannot use Unholy Presence again When you become a harvester, you must
until you complete a short or long rest. choose a field of specialization. Grim
When you reach 14th level, you can use Reapers are competent martial arcanists;
Unholy Presence twice before completing a Night Riders specialize in combat from the
short or long rest. back of a fearsome mount; and Pumpkin
Lords embrace the mystical powers of great
Lethargic Touch orange berries.
You choose a number of creatures equal to
or less than your Charisma modifier
(minimum 1). These creatures must be Grim Reaper
within 30ft of you. Each must make a Grim reapers are known and feared in nearly
Wisdom saving throw against your spell save every reach of the mortal world. Children
DC. On a failed save, a creature is stunned whisper of them in fear, and even grown men
until the end of their next turn. elect not to talk of them when possible. You
This does not affect constructs or undead. are one of these foul beings that strikes terror
into the hearts of young and old alike.
Mastery of the Scythe
At thirteenth level, you have learned how to Bonus Proficiencies
expertly harvest souls with your scythe. Your When you take this subclass at 1st level, you
scythe counts as magical for the purpose of gain proficiency in medium armor and
overcoming damage resistance or immunity. shields. You also gain proficiency in one
martial weapon of your choice.
You can use your scythe as an arcane focus
for your harvester spells. Additionally, Cantrips
whenever you cast a harvester spell, you may When you take this subclass at 1st level, you
use your bonus action to make a scythe learn the cantrips thaumaturgy and toll the
attack. dead.

Mastery of the Night Expanded Spell List


At eighteenth level, you take the darkness of When you reach 2nd level and again at 5th,
night upon you like a cloak. Whenever you 10th, 14th, and 17th levels, you gain access to
are in dim light or darkness, attack rolls the following extra spells, which you may
against you have disadvantage. prepare when you prepare your spells after
each long rest:

Strahd’s Manual of Shadow | 41


Unholy Presence: Parasitic Soul
Harvester Spells
At ninth level, your ability to drain a person
Level
2nd protection from evil and good, witch
of their life force transcends simple health.
bolt You may use your Unholy Presence to force
5th blindness/deafness, ray of one creature that you can touch to make a
enfeeblement Wisdom saving throw against your spell save
10th fear, vampiric touch DC. On a failed save, that creature loses a 1st
14th blight, staggering smite
17th hallow, infernal calling
level spell slot, and you gain a 1st level spell
slot.

Grave Strike
If the creature cannot cast spells, this feature
At 3rd level, you gain the power to imbue
does not work on it. If it can cast spells
your scythe strikes with deathly energy.
innately, it loses one use of a spell that it can
When you hit with a scythe attack, you may
cast 3 times per day, and you gain a 1st level
expend a spell slot to deal extra necrotic
spell slot.
damage. The amount of extra damage you
deal equals 2d8 + 1d8 per spell level above
You can exceed your maximum number of
1st.
1st level spell slots per day using this feature.

Lifedrinker
Reaping Smite
At sixth level, whenever you reduce a
At 11th level, when you use your Grave
creature to 0 hit points, you gain temporary
Strike ability, you can increase the reach of
hit points equal to your Harvester level +
your scythe by 20ft.
your Charisma modifier.

Necromantic Master
When you reach 15th level,
you gain immunity to
necrotic damage.
Additionally, each attack
you make with your scythe
deals necrotic damage.

Dread Lord
At 20th level, you score a
critical hit on a roll of 19 or
20, and when you crit, you
can roll your damage dice
twice, using either total.

Strahd’s Manual of Shadow | 42


Night Rider
Night riders haunt forests, plains, and other Rider and Steed
natural environments. They are nocturnal by At 6th level, whenever you cast a spell with a
nature, preferring to hunt and haunt at night range of Self, you may choose for it to affect
rather than during the day. Night riders love your steed as well.
to toy with the emotions of their prey before
finally striking the killing blow. Night Rider
Additionally at 6th level, you have gained
Bonus Proficiencies respect from creatures of the night. When
When you take this subclass at 1st level, you you cast find steed, you may choose to
gain proficiency in the Animal Handling skill summon a skeletal warhorse or a death dog.
and in land vehicles. You also gain
proficiency in lances. Unholy Presence: Frightening Visage
When you reach 9th level, your presence has
Expanded Spell List become so commanding that your foes quake
When you reach 2nd level and again at 5th, before you. You may use your Unholy
10th, 14th, and 17th levels, you gain access to Presence to force a number of creatures up
the following extra spells, which you may to your Charisma modifier (minimum 1)
prepare when you prepare your spells after within 30ft of you to make a Wisdom saving
each long rest: throw against your spell save DC. On a failed
save, a creature is frightened of you for 1
Harvester Spells minute. A creature frightened in this way
Level must flee from you
2nd fog cloud, longstrider by the most
5th find steed, misty step direct means
10th blink, haste
possible.
14th dimension door, find greater steed
17th far step, passwall

Charging Strike
When you reach 3rd level, you become
adept at running down your foes from a
steed. If you are on a mount and move at
least 20ft in a straight line before attacking an
enemy with your scythe-bonded weapon, you
may give yourself advantage on the attack.
Once you use this feature, you cannot use it
again until you have completed a short or
long rest.

Strahd’s Manual of Shadow | 43


If a frightened creature cannot move, it takes Bonus Proficiencies
the Dodge action. Constructs, fiends, and You gain proficiency in Medium armor,
undead are immune to this feature. Shields, and the Nature skill.

Improved Charging Strike Cantrips


At 11th level, you can use your Charging You know the cantrips thorn whip and
Strike ability up to three times before eldritch blast.
needing to take a short or long rest.
Expanded Spell List
Improved Night Rider When you reach 2nd level and again at 5th,
When you reach 15th level, you have gained 10th, 14th, and 17th levels, you gain access to
enough command of the night that some of the following extra spells, which you may
its most dangerous denizens see you as one prepare when you prepare your spells after
of their own. When you cast find greater each long rest:
steed, you may summon a Hellhound or
Nightmare to ride. You are immune to fire Harvester Spells
damage originating from your mount while Level
you are riding it. 2nd chromatic orb, entangle
5th flaming sphere, spike growth
10th conjure animals, fireball
If you summon a Hellhound, it can only use 14th grasping vine, summon greater demon
its breath weapon once, regaining use of its 17th conjure elemental, tree stride
breath weapon after a short rest.
When you cast chromatic Orb, eldritch blast,
Night Stalker flaming sphere, or fireball, you do not deal
At 20th level, you have become unparalleled the spell’s normal type of damage. Instead,
at hunting prey during the night. If you so the spell’s damage type becomes
choose, you may use your action to become bludgeoning, fire, or piercing (your choice).
invisible. You remain invisible as long as you Thematically, it is no longer a blast of force
are concentrating on it (as if concentrating on or fire, but rather a conjured pumpkin or
a spell), or until you take the attack action or jack o’lantern. Additionally, when you cast
cast a spell that requires another creature to conjure animals, summon greater demon, or
make a saving throw. conjure elemental, you actually conjure a jack
o’lantern with the same statistics of whatever
creature you would have otherwise
Pumpkin Lord summoned.
Pumpkin lords enjoy nothing more than
lazily passing autumn afternoons alone in a Additionally, you can choose to use your
pumpkin patch. Well, except for scaring Wisdom score when determining your
people wantonly with their jack o’lanterns, spellcasting modifier and spell save DC,
that is. instead of your Charisma score.

Strahd’s Manual of Shadow | 44


Pumpkin Pie
Master Gardner At 6th level, your love of pumpkins causes
When you reach 3rd level, you have you to become enraged at the death of such a
advantage on Constitution saving throws noble berry. When a jack o’lantern that you
made to maintain concentration on spells have summoned (either as a familiar or by
that you learn from this subclass. using a spell) dies, you may use your reaction
to force each creature within 10ft of the
pumpkin to make a Dexterity saving throw
against your spell save DC, taking 2d8 poison
damage on a failed save or ½ as much on a
successful one.

Unholy Presence: Pumpkin Spice


When you reach 9th level, you have learned
how to inspire your pumpkins to keep
fighting. You may use your Unholy Presence
to grant temporary hit points to every
pumpkin or jack o’lantern within 15ft of you.
The temporary hit points equal your
Charisma or Wisdom modifier (your choice)
+ your Proficiency bonus.

Flurry of Orange
At 11th level, you can use your bonus action
to order one pumpkin or jack o’lantern
under your control to use its reaction to
make a melee attack.

Restorative Energy
Starting at 15th level, when you are reduced
to 0 HP but not killed outright, you can drop
to 1 HP instead. Once you use this ability,
you cannot use it again until you finish a long
rest.
Additionally, you suffer none of the
drawbacks of old age, and you can’t be aged
magically.

Strahd’s Manual of Shadow | 45


The Greatest Pumpkin
At 20th level, whenever you complete a short
rest and do not have any 3rd, 4th, or 5th level
spell slots remaining, you gain two special
spell slots, which can only be used to cast
conjure animals, summon greater demon, or
conjure elemental.

Strahd’s Manual of Shadow | 46


The Nature of Undead
Undead Though the name may be misleading to the
The cloaked figure sits hunched in the average peasant, any well-travelled adventurer
corner, slowly sipping her broth. She peers will know that you may only play an Undead
out from under her hood, but whenever if you are, in fact, dead. The five subclasses
anyone draws near she quickly whips her of Undead - Ghoul, Revenant, Skeleton,
head away for fear of drawing attention. The Wight, and Zombie - are five of the more
eyeball floating in her mug gives her ale the common types of undead that you may
taste of human delicacy. The zombie woman encounter.
slowly rises, discards her uneaten rations, and
leaves without speaking a word.

Nahek Umbera, a hulking half-orc woman,


rushes headlong into battle against
hobgoblins. They pepper her with arrows,
but she simply barrels on, unaffected as the
arrows slip through her skeletal body. As she
nears, she rips two of her ribs out and makes
quick work of her goblinoid foes.

The manor belonged to old man Kalcin


Reynu, they say, but none have seen him in If you are beginning at level 1 as an Undead
many years. At least, not until last night, when rather than multiclassing into it, consider why
a white-faced, gray-haired creature with a you retain some of the drive that you
likeness very similar to his set forth from the possessed in life. What do you seek to
manor, murder in his eyes and an axe in his accomplish now that you are trapped
hand. between life and death? Each of the five
subclasses provide further food for thought
Undead are often brutish, mean individuals when developing your undead character.
with no more capability for intelligent thought
than a pile of bones. However, occasionally
an exceptional undead will arise, for one
reason or another. Such undead may become
feared mercenaries or renowned adventurers,
with a reputation for overcoming even
death’s greatest attempts to drag them down
to the earth.

Strahd’s Manual of Shadow | 47


Dexterity, and your second-highest
Note on the Design Constitution. Next, choose the Soldier
Obviously, the design of the Undead background, because it will be easier to
is very similar to that of the Fighter. explain how you died.
Indeed, the singularly militant nature
of many undead grunts do tend to
make them natural fighters. However,
there are enough subtle differences in
the basic set of class powers (most
significantly, the Undead Vitality
feature and the subclass beginning at
1st level) that I decided to make this
its own class instead of making five
subclasses of fighter. Furthermore, I
recognize that ghosts and vampires are
also technically undead. I elected to
create separate classes for them
because they tend to function quite
differently than these subraces of
undead, focusing on spellcasting or
social interaction instead of typically
melee combat.

Multiclassing into Undead


If you intend to multiclass into an undead
character, do some careful work with your
DM to explain how your character went
about the transformation and retained
sentience. Consult each subclass’s intro-
ductory information for further ideas.

Additionally, to multiclass into undead you


must first have a Constitution score of 13 or
higher.

Quick Build
To quickly create an undead character from
1st level, use these suggestions. First, make
your highest ability score Strength or

Strahd’s Manual of Shadow | 48


Class Features Undead Vitality
As an undead, you gain the following class You gain resistance to poison damage.
features.
Additionally, because you are undead,
common means of healing do not restore
Hit Points your health. Spells that restore hit points do
Hit Dice: 1d10 per undead level
not work on you, though spells that heal
Hit Points at 1st level: 10 + your Constitution
without restoring hit points such as remove
modifier
curse, lesser restoration, or spare the dying
Hit Points at Higher Levels: 1d10 (or 6) +
work on you as they would on a living
your Constitution modifier per undead level
creature. However, if a creature targets you
after 1st
with a spell of 1st level or higher that deals
necrotic damage, they may choose to heal
Proficiencies you instead of damaging you. Such a spell
Armor: light, medium, and heavy armor, and restores 1d6 hit points per level of the spell
shields used.
Weapons: simple weapons, martial weapons
Tools: None You can expend hit dice normally, and
Saving Throws: Strength, Constitution potions of healing work when you
Skills: Choose two from Arcana, Athletics, consume them.
Deception, History, Insight, Intimidation,
Investigation, Perception, Religion, Strength,
and Survival

Equipment
You start with the following
equipment, in addition to the equipment
granted by your background:
➢ a) any martial weapon, or b) a
longbow, a quiver, and 20 arrows
➢ a) 2 handaxes, or b) 4 javelins
➢ a) any martial weapon, or b) a shield
➢ a) leather armor, or b) chain mail
armor
➢ a) an explorer’s pack, or b) a
dungeoneer’s pack

Strahd’s Manual of Shadow | 49


Undead Stamina Fighting Style
As a bonus action, you may roll 1d10 and Additionally at 2nd level, choose a fighting
add your Undead level, then regain that style from one of the following options. If
many hit points. Once you use this feature, you multiclass and would be given the option
you cannot use it again until you complete a of another fighting style, you do not get to
short or long rest. pick a second fighting style unless it is due to
When you reach 17th level, you may use this the Champion subclass of the Fighter.
feature twice before needing to complete a ➢ Archery. You gain a +2 bonus to
short or long rest. attack rolls you make with ranged
weapons.
➢ Defense. While you are wearing
Cause of Death armor, you gain a +1 bonus to AC.
At first level, you choose the type of undead
➢ Dueling. While you are wielding a
that you are. Choose whether you are a
melee weapon in one hand and no
Ghoul, Revenant, Skeleton, Wight, or
other weapons, you gain a +2 bonus
Zombie. Details about each subclass are
to damage rolls with that weapon.
listed after the main class features.
➢ Great Weapon Fighting. When you
roll a 1 or 2 on a damage die from an
Darkvision attack you make with a melee weapon
At 2nd level, you gain Darkvision of 60ft., if that you are wielding with two hands,
you did not have it already. If you did already you can reroll the die and must use
have Darkvision of 60ft. or more, its range the new roll, even if the new roll is a 1
extends by 30ft. or a 2. The weapon must have the
Two-Handed or Versatile property
for you to gain this benefit.
➢ Protection. When a creature you can
see attacks a target other than you that
is within 5ft. of you, you can use your
reaction to impose disadvantage on
the attack roll. You must be wielding
a shield.
➢ Shadow Dancing. When in low light,
your speed increases by 5ft. When in
darkness, you can also take the
disengage action as a bonus action.
➢ Two-Weapon Fighting. When you
engage in two-weapon fighting, you
can add your ability modifier to the
damage of the second attack.

Strahd’s Manual of Shadow | 50


Ability Score Increase Improved Undead Vitality
At 4th level, and again at 6th, 8th, 12th, 14th, At 17th level, your undead vitality has
16th, and 19th levels, you may choose one of improved to its maximum potential. You are
your ability scores to increase by 2, or two of immune to poison damage and immune to
them to increase by 1 each. Alternatively, you the poisoned condition.
may select a feat.

Note on the Design


Extra Attack Experienced D&D players will quickly
Beginning at 5th level, when you take the recognize that some of these class
Attack action on your turn, you may attack features are less powerful than they
twice, instead of once. should be if taken directly from monster
stat blocks. For example, an undead gets
The number of times you can attack when resistance to poison damage at level 1,
taking the Attack action increases to three but nearly every undead monster has
immunity to poison and the poisoned
times at 11th level and four times at 20th
condition. I thought that this would be
level.
too unbalancing for a PC to have at early
levels. Similarly, the subclass features
Turn Defiance presented below are not entirely true to
Additionally at 5th level, you become more the monster stat blocks for the sake of
resistant to holy energy. You have advantage game balance.
on saving throws against being turned or
frightened.
Causes of Death
Indomitable Your cause of death determines which
When you reach 9th level, your undead specific properties you gain as you develop.
nature gives you the ability to ward off Ghouls, revenants, skeletons, wights, and
grievous effects. When you fail a saving zombies all have substantially different
throw, you may reroll your save and take the powers, though they are all undead.
second result. After doing so, you must
complete a long rest before you can use this Note that zombies are the only creatures in
feature again. this class that can be created when attacked
by another zombie. Werewolves and
The number of times you can use this feature vampires share this trait, but other undead
before completing a long rest increases to two are created through a variety of magicks,
at 13th level. often through some sort of dark wizardry.

Strahd’s Manual of Shadow | 51


unusual level of sentience, as well as what
Ghoul your relationship is with your creator. If your
Ghouls were originally created by the demon
creator was Orcus, consider treating the
lord Orcus or by the First Ghoul Doresain.
demon lord as a patron, similar to if you were
However, not all ghouls in this day and age
playing a warlock. Are you estranged from
have the same origins. Some powerful ghouls
your patron, or do you talk with him
have discovered how to create more of their
regularly and seek to do his bidding?
own kind by performing rituals on dead
bodies, and some wizards that practice dark
If your creator was another ghoul or a dark
magic have also discovered the secret of
mage, do you maintain contact with them?
creating a ghoul.
Did they intend to give you an unusual level
of intelligence or was it an accident? When
you adventure, do you do so at your creator’s
bidding or of your own accord?

Finally, becoming a ghoul can cause major


alterations in a creature’s personality.
Consider rolling on the short-term, long-
term, and/or indefinite madness tables in the
DMG (pages 258-60). Additionally or
alternatively, you can replace one of your
character’s previous personality traits with
one of the personality traits from this table.

D8 Personality Trait
1 You enjoy nothing more than discovering a
stinky substance.
2 You begrudge elves and trust them no
farther than you can spit.
If you play a ghoul character, first determine 3 In an effort to disguise your ghoulish
who created you, either by choosing based on nature, you douse yourself in heavy
your backstory or by rolling on the table perfumes.
4 You take the hands and feet of slain
below.
enemies for tasty snacks.
5 Bitter that you are no longer alive, you
d6 Creator don’t enjoy talking to living creatures.
1-3 Orcus (or Doresain) 6 Reminiscent of a life you once lived, you
4-5 A dark mage or lich enjoy the simple sights of flowers and
fauna.
6 Another ghoul
7 You are disgusted by other ghouls, as they
remind you of what you have become.
8 You’re ashamed of your visage and
Once you have determined who created you, constantly look for ways to appear more
you must now decide why you gained an alive.

Strahd’s Manual of Shadow | 52


Natural Weapons throw. The DC is 8 + your proficiency bonus
At 1st level when you become a ghoul, you + your Charisma modifier. If the creature
gain a natural weapon, your claws. You are fails, it is poisoned until the end of its next
proficient in this weapon and may choose to turn. The creature has disadvantage on the
use Strength or Dexterity as your attack check if it hit you with its attack.
modifier with this weapon. When you hit
with your claws, you deal 1d6 slashing Improved Paralyzing Strike
damage. When you reach 10th level, your claw attack
has become particularly potent. When a
If you have any monk levels, this damage creature fails its saving throw against being
does not stack with your martial arts unarmed paralyzed, it becomes paralyzed for 1 minute
attacks. When making an attack, choose to or until it succeeds the save, which it can
either deal damage with your claws or with repeat at the end of each of its turns.
your unarmed strikes.
Stinking Aura
Paralyzing Strike At 18th level, it is difficult for a creature
Beginning at 3rd level, you gain the ability to simply to breathe near you because of your
infuse your claws with the poisonous rot of strong odor. In addition to using your
undeath that paralyzes your victims. When Ghastly Presence as a reaction, you may also
you hit with a claw attack against a creature force any creature that starts its turn within 5ft
that is not undead or an elf, you may force of you to make the saving throw, unless the
the creature to make a Constitution saving creature is an undead or a construct.
throw. The DC is 8 + your proficiency bonus
+ your Charisma modifier. If the creature
fails, it is paralyzed until the end of its next
turn.
Once you use this attack, you cannot use it
again until you finish a short or long rest.
At 15th level, you can use this attack twice,
regaining both uses of it after you finish a
short or long rest.

Ghastly Stench
At 7th level, your body has rotted so badly
that you always smell bad. During combat,
this comes in especially handy. When a
creature that is not undead or an elf makes a
melee attack against you, after the attack is
resolved you may use your reaction to force
the target to make a Constitution saving

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Revenant Optional Rule: One Year
Revenants are creatures that died pre- Traditionally, revenants only have one
maturely and undeservedly. They return to year to take revenge. If you wish, you may
the mortal world to avenge themselves by impose this limitation on yourself. At the
exacting vengeance upon the creatures that end of the year, if you have not achieved
wronged them. vengeance, your soul moves on from this
world anyway, leaving your mission
In a campaign, it is relatively easy to justify unfulfilled. This can provide sharp
multiclassing into Revenant if you die at the incentive to seek out those that wronged
hands of a major villain. you and can make for intense and
dramatic storytelling.

Vengeful Tracker
You know the hunter’s mark spell and can
cast it without expending a spell slot. Once
you do so, you cannot cast this spell in this
way again until you complete a long rest.

Limited Mage
At 3rd level, choose one of the following
spells. You can cast this spell once
without expending a spell slot. Once you
do so, you cannot cast this spell in this way
again until you complete a long rest.

➢ Crown of Madness
➢ Darkness
➢ Knock
➢ Invisibility
➢ Misty Step
➢ Shatter

Turn Immunity
When you reach 7th level, you cannot be
frightened, and “Turn Undead” automatically
fails against you.

Strahd’s Manual of Shadow | 54


nightfall you rise in your new body. Your
Force of Will stats may change slightly, based on the race of
At 10th level, you can use your action to end the corpse.
one of the following effects on yourself:
charmed, paralyzed, poisoned, or stunned. Skeleton
Nearly every skeleton is a mindless grunt
Danse Macabre bound to the will of its creator. However,
At 15th level, you may cast danse macabre occasionally a dark mage may elect to create
without using material components. Once a skeleton with an unusual level of
you do so, you cannot cast this spell in this intelligence and reasoning. Such skeletons
way again until you complete a long rest. make for skilled warriors, captains, assassins,
or bodyguards. You are one such skeleton.
Rejuvenation
At 18th level, once per day if you fail your When creating a skeleton character or
third death saving throw and there is a corpse multiclassing into one, determine the nature
no more than one day old and within 30ft of of your relationship with your creator. Is your
you when you fail your final death save, your creator a significant part of your second life,
soul may inhabit the new corpse. You remain or do they have a detached, often
dormant for the remainder of the day, then at uncommunicative relationship with you?

Strahd’s Manual of Shadow | 55


you may gain two of the following benefits,
which you may use whenever you wish.
Added Flavor
Not all skeletons look alike. Bones
At 18th level, choose two additional benefits.
exposed to sun tend to bleach to an
ivory white, while bones left in shadow
fade to a dull grey. A creature that ➢ Your melee weapon attacks gain 10ft
drowns in tar has black bones when it additional reach.
decomposes, and some skeletons of ➢ You can move through spaces no
corpses consumed by animals have more than 8 inches wide without
dull yellow bones. Be descriptive with squeezing.
the type of bones that you have! ➢ You have a climb speed equal to your
movement speed.
➢ You may deconstruct your body into
Skeletal Structure a pile of bones that looks inanimate.
At 1st level, you gain resistance to piercing So long as you remain motionless,
damage, but vulnerability to bludgeoning you gain +10 to stealth and deception
damage. Additionally, you cannot talk, checks made to present yourself as an
though you can communicate relatively inanimate skeleton.
simple ideas through gestures and clicking of
teeth.

Death Walk
At 3rd level, your skeleton has matured
beyond the needs of mortal flesh. You do not
need to eat, drink, or breathe to maintain
your health, though you do still need to
sleep.

Adaptable Body
When you reach 7th level, you may use one
of your ribs as an improvised weapon. You
are proficient in this weapon, which is treated
either as a shortsword or a dagger (your
choice).

Furthermore, you may deconstruct your


body and reassemble it into strange shapes
that give you unique benefits. To do so, you
must not be wearing armor or carrying more
than 10lbs of equipment. Using this feature,

Strahd’s Manual of Shadow | 56


➢ You may extend your height by 5 feet intelligently and you likely have carnivorous
and gain proficiency in Acrobatics canine teeth and claw-like fingernails.
checks.
➢ When making a Dexterity saving Sunlight Sensitivity
throw against a source that you can At 1st level, when in direct sunlight you have
see, you may use your reaction to disadvantage on attack rolls and Wisdom
halve the damage that you take. (Perception) checks that rely on sight.
➢ If attacked by a creature that you can
see, you may use your reaction to
Relentless Stamina
make an attack with a rib that you are
Additionally at 1st level, you have advantage
holding.
on checks made to avoid exhaustion.

Petrification of Bone Frightening Presence


At 10th level, you are no longer vulnerable to
Finally, at 1st level, you can cast cause fear
bludgeoning damage.
once without expending a spell slot, regaining
the ability to do so after completing a short or
Relentless long rest.
At 15th level, you only need to rest for four
hours to gain the benefit of a long rest. You
also have advantage on any check made to
avoid exhaustion or to be negatively impacted
by extreme weather.

Wight
Wights are quite similar to skeletons in their
origins, created by dark mages that seek to
have powerful undead servants. Unlike
skeletons, however, wights always retain their
former personalities and a strong level of
autonomous will.

Consider the relationship your wight


character has with its creator. Is it amicable
or hostile? Do you follow your creator’s
commands or rebel against them? Either can
make for interesting plot hooks.

Your physical appearance is a bit similar to


that of a zombie, though your eyes spark

Strahd’s Manual of Shadow | 57


Spellcasting
At 3rd level, you gain the ability to cast a Spell save DC = 8 + your proficiency
variety of dark spells. bonus + your Charisma modifier
Spell attack modifier = your
Cantrips. You learn two cantrips of your proficiency bonus + your Charisma modifier
choice from the list of ghost spells. You learn
an additional ghost cantrip of your choice at
10th level.

Spell Slots. The Wight Spellcasting table


shows how many spell slots you have to cast
your spells of 1st level and higher. To cast
one of these spells, you must expend a slot of
the spell’s level or higher. You regain all
expended spell slots when you finish a long
rest.

Spells Known of 1st-Level and Higher. You


know three 1st-level ghost spells of your
choice.

The Spells Known column of the Wight


Spellcasting table shows when you learn
more ghost spells of 1st level or higher. For
instance, when you reach 7th level in this
class, you can learn one new spell of 1st or
2nd level. Arcane Restoration
Beginning at 7th level, when you use your
Whenever you gain a level in this class, you action to cast a spell, you may roll a number
can replace one of the ghost spells you know of d6 equal to the level of the spell that you
with another spell of your choice from the cast and gain that many HP. Once you use
ghost spell list. The new spell must be of a this feature, you cannot use it again until after
level for which you have spell slots. you complete a long rest.

Spellcasting Ability. Charisma is your Ethereal Strike


spellcasting ability for your ghost spells. You At 10th level, you learn how to make your
use your Charisma whenever a spell refers to weapon strikes undercut a creature’s
your spellcasting ability. In addition, you use resistance to your spells. When you hit a
your Charisma modifier when setting the creature with a weapon attack, that creature
saving throw DC for a ghost spell you cast has disadvantage on the next saving throw it
and when making an attack roll with one.
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makes against a spell you cast before the end Do you prefer the company of undead now,
of your next turn. or do you see them as disgusting creatures
worthy of being sought out and destroyed?
Misty Escape Do you view your living allies with contempt
When you reach 15th level, as a reaction to now, or do you pity them, or do you envy
being hit with a weapon attack, you may them?
teleport up to 30ft away, or up to 60ft away if
you are in dim light or darkness. You do not All of these questions merit consideration
take damage from the weapon attack. Once and can create interesting roleplay
you use this feature, you cannot use it again opportunities.
until you complete a short or long rest.
Undead Fortitude
War Magic At 1st level, when you are reduced to 0 HP,
At 18th level, when you cast a spell or you may choose to fall to 1 HP instead. After
cantrip, you may use your bonus action to you use this feature, you cannot use it again
make a weapon attack. until you complete a long rest.
At 5th level, you may use this feature twice
before completing a long rest; at 10th, three
Zombie times, and at 15th level, four times.
The vast majority of zombies are mindless
soldiers raised by liches or dark mages to
Strong Stance
serve their malicious schemes. However,
When you reach 3rd level, you gain
occasionally a particularly strong-willed
advantage on saving throws to avoid falling
individual is capable of retaining some of his
prone.
or her personality and sentience when they
are raised to become a zombie. If not at the
hands of dark magic, some zombies have Infected Bite
been known to carry a disease that turns At 7th level, you gain a natural weapon
other creatures into fellow zombies after a attack: infected bite. You are proficient with
single bite. this attack and can make the attack with
your choice of
When making a zombie character, decide Strength
whether you are a zombie because you were or
infected by another zombie or because some
dark magic was performed upon you.
Determine what about your circumstances
are unique enough to merit you retaining
your intelligence and your personality, and
determine what your relationship is with your
creator or with other zombies.

Strahd’s Manual of Shadow | 59


Dexterity. If you hit a target’s AC, you deal ➢ Skull Crusher. When you use your
1d10 piercing damage to the creature, and if Infected Bite, you may roll 3d10 and
it is living it cannot regain HP until the end of use whichever one is the highest when
your next turn. dealing damage.
After hitting with this attack, you cannot use it ➢ Strength of the Grave. You have
again until after you complete a short rest. advantage on Strength saving throws,
and gain proficiency in Athletics
Zombie Specialization (expertise if already proficient).
At 10th level, you can choose one of the
following features to gain at the exclusion of Improved Bite
the other features. This choice is permanent. When you reach 15th level, you can use your
infected bite twice, regaining both uses after
➢ Flesh Devourer. When you use your you complete a short rest.
Infected Bite, you gain temporary HP
equal to the amount of damage you Semblance of Life
deal. The temporary HP lasts for 1 At 18th level, you gain the uncanny ability to
minute. keep fighting despite grievous wounds. When
➢ Relentless Sprinter. You can take the you take damage, you may gain temporary
dash action as a bonus action, and HP equal to the damage you just took. The
you have advantage on Constitution temporary HP lasts for 1 minute. After you
saving throws. use this feature, you cannot use it again until
you complete a short rest.

Zombification
Additionally at 18th level, you can
cast zombification once, regaining
use of the spell after a long rest.

Strahd’s Manual of Shadow | 60


horde of birds and bugs, Aliosha is nowhere
Vampire to be seen.

Vampiric Transformation
Count Strahd von Zarovich was the first
vampire, but many have come since him.
This is likely implicit, but in order to play as
a Vampire you must first be bitten by one. If
this happens in-game, it makes for a natural
multiclass transition, though if you begin the
game as a vampire be sure to work your
transformation into your backstory.

When you become a vampire, your


personality tends to change in a few
significant ways. Generally, vampires become
more cold and calculating than the living
person that they used to be; at the same time,
they become more charming and
manipulative. Consider how your personality
Grushenka was only the mayor of a small has changed and how it will affect your role-
village in the shadow of the dark lord’s castle. playing. If you wish, roll on the personality
One day, she fell ill, so she made the difficult table below.
journey to the top of the cliffs on which the
castle loomed. After entreating the vampiric D8 Personality Trait
lord that lived there, she was bitten and 1 For me, everything and everyone is seen as
an asset or a liability in an equation.
escaped the bounds of her sickness.
2 I’m always the life of the party, and
everyone’s best friend.
Richard may look like a simple human, but 3 I never forget a slight against me, but my
don’t let his appearance fool you. Each night, vengeance is patient.
he transfigures himself into a bat and takes to 4 I’m constantly maneuvering myself to
befriend those in power and privilege.
the sky, scouring the surrounding land for his
5 I’m a pathological liar. No, not really.
lost sister. 6 If the risk outweighs the reward, I will come
up with a different plan before acting.
Surrounded by castle guards, it looks as 7 I’m a dashing flirt, and I’m constantly
though the elf thief Aliosha is out of luck. engaged in at least three romantic affairs.
8 Nothing is as fun as getting people to argue
However, as the armed men near, Aliosha
with one another over trivialities.
reaches to the sky and the earth. Spiders,
bats, and ravens swarm around the guards, Additionally, your physical appearance
and when they finally battle through the changes significantly. Your face tends to

Strahd’s Manual of Shadow | 61


become more gaunt, though striking and Quick Build
commanding. Your eyes may become yellow, First, make Charisma your highest ability
red, or green, and your skin a shade of gray score, followed by Strength. Second, choose
or white. Your teeth become sharper, the sage or noble background.
especially your canines, and you walk with an
air of elegance that is virtually unmatched.
Class Features
As a vampire, you gain the following class
Multiclassing into Vampire features.
If you want to multiclass into vampire, you
must be bitten by a vampire in your
campaign. You also must have a Charisma of Hit Points
Hit Dice: 1d8 per vampire level
13 or higher unless your DM makes an
Hit Points at 1st Level: 8 + your Constitution
exception.
modifier
Hit Points at Higher Levels: 1d8 (or 5) +
your constitution modifier per vampire level
after 1st

Strahd’s Manual of Shadow | 62


Proficiencies ➢ You cannot enter a private residence
Armor: light without being invited in by the
Weapons: simple weapons, martial weapons residence’s owner.
Tools: none ➢ Any time you enter consecrated
Saving Throws: Constitution, Charisma ground, you must make a saving
Skills: Choose two from Acrobatics, Arcana, throw as if entering direct sunlight.
Athletics, Deception, History, Insight, ➢ Any time you cross running water
Intimidation, Investigation, Perception, more than five feet wide (and get wet),
Persuasion, Religion, Sleight of Hand, you must make a saving throw as if
Stealth, and Survival entering direct sunlight.

Equipment
You start with the following equipment, in
addition to the equipment granted by your
background:
➢ a longsword or b) any simple or
martial weapon
➢ leather armor
➢ a) an explorer’s pack, b) a
dungeoneer’s pack, or c) a scholar’s
pack
➢ a) an arcane focus or b) a component
pouch

Forbiddance
Vampires have great power, but they also
have severe limitations. You have extreme
difficulty operating in direct sunlight. You
have disadvantage on all attack rolls, ability
checks, and saving throws you make while in
direct sunlight. Additionally, when you first Undead Nature
step into sunlight or start your turn in direct Because you are undead, you have unique
sunlight, you must make a DC 15 abilities and limitations. You age as you
Constitution saving throw. On a failed save, normally would have in life; this represents
you take 2d10 radiant damage, and you take the slow decay of your body. You still require
half as much on a successful save. food and sleep to maintain your semblance
of life, but do not require water. You prefer
Furthermore, you must always adhere to the drinking blood and possibly strong wines and
following restrictions: whiskeys as well. You do still require the

Strahd’s Manual of Shadow | 63


amount of sleep typical for your race in living
to gain the benefits of a long rest.
Fighting Style
At second level, you have adapted to a
However, unlike living creatures, you cannot
particular style of fighting. Choose one
contract disease, although you may still be
option below; this choice is permanent.
poisoned.

➢ Archery: You gain a +2 bonus to


Bite attack rolls you make with ranged
You have a special attack that you can use weapons.
once on each of your turns. You have ➢ Defense: While you are wearing
advantage on this attack if you are grappling armor, you gain a +1 bonus to AC.
the target. Make an unarmed melee attack ➢ Dueling: When you are wielding a
using your Strength or Dexterity modifier. melee weapon in one hand and no
You are proficient in this attack. other weapons, you gain a +2 bonus
If you hit, you deal damage to the target as to damage rolls with that weapon.
shown in the “Bite Damage” column of the ➢ Great Weapon Fighting: When you
Vampire table. Add your Strength or roll a 1 or 2 on a damage die for an
Dexterity modifier to the damage die. The attack you make with a melee weapon
target of the attack takes that much piercing that you are wielding with two hands,
damage, and you gain as much temporary you can reroll the die and must use
HP as damage you dealt. the new roll, even if the new roll is a 1
If you have a feature that allows you to make or a 2. The weapon must have the
multiple attacks in one turn, you cannot use two-handed or versatile property for
this attack more than once on each of your you to gain this benefit.
turns. ➢ Shadow Dancing. When in low light,
your speed increases by 5ft. When in
darkness, you can also take the
Shadow Cloak disengage action as a bonus action.
You gain darkvision of up to 60ft if you do
➢ Two-Weapon Fighting: When you
not already have it. When you are in dim
engage in two-weapon fighting, you
light or darkness, you gain the following
can add your ability modifier to the
bonuses:
damage of the second attack.
➢ +1 to your AC
➢ Advantage on stealth checks
➢ As long as you are not actively Spellcasting
engaged in combat you can attempt to When you reach 3rd level, you gain the
hide ability to cast specific spells.

Preparing and Casting Spells


The Vampire table shows how many spell
slots you have to cast your vampire spells.

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When you cast a spell, you expend a spell Spellcasting Ability
slot and cast the spell. If the spell has options Charisma is your spellcasting ability for your
for what happens when cast at higher levels, vampire spells. You use your Charisma
you cast the spell at a level equal to your whenever a vampire spell refers to your
Spell Level as shown on the Vampire table. spellcasting ability. In addition, you use your
You regain your expended spell slots at the Charisma modifier when setting the saving
end of a short or long rest. throw DC for a vampire spell you cast and
when making an attack roll with one.
You prepare the list of vampire spells that are
available for you to cast, choosing from the Spell save DC = 8 + your proficiency
vampire spell list (at the end of this section). bonus + your Charisma modifier
When you do so, choose a number of Spell Attack modifier = your
vampire spells equal to your Charisma proficiency bonus + your Charisma modifier
modifier + one half your vampire level
(minimum of one spell). The spells must be
Ritual Casting
of a level equal to or lower than your Spell
You can cast a vampire spell as a ritual if that
Level as shown on the Vampire table.
spell has the ritual tag. You do not have to
You can change your list of prepared spells
have the spell prepared to do this.
when you finish a long rest.

Vampiric Domain
Additionally when you reach 3rd level, you
focus your vampiric abilities in one specific
area. Choose from the following options,
each of which are detailed at the end of the
class features: Lord of the Night, Lord of the
Occult, or Lord of the Pack.

Ability Score Increase


At 4th level, and again at 8th, 12th, 16th, and
19th levels, you may choose one of your
ability scores to increase by 2, or two of them
to increase by 1 each. Alternatively, you may
select a feat.

Extra Attack
At 5th level, when you take the attack action
on your turn, you may attack twice, instead
of once.

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Finally, you also gain access to the vampirism
Shadowed Movement spell and can cast it once per day.
At 6th level, you have honed your ability to
move stealthily in shadows. When you are in
dim light or darkness, you gain the following
bonuses:
➢ Attacks of opportunity have
disadvantage against you.
➢ Your speed increases by +10ft.

Indomitable
Beginning at 9th level, you can reroll a saving
throw that you fail. If you do so, you must
use the new roll, and you can’t use this
feature again until you finish a long rest. You
can use this feature twice between long rests
starting at 13th level and three times between
long rests starting at 17th level.

Vampire Lord
At 20th level, you have achieved enormous
power as a vampire. You stop decaying and
no longer have to worry about aging.
Additionally, you no longer have to sleep or
eat, and you become immune to all diseases
and poisons, whether nonmagical or magical.
You are now immune to necrotic damage
and are resistant to acid, cold, and poison
damage.

Additionally, when you are reduced to 0 HP


but not killed outright and you are not in
Vampiric Domain
direct sunlight, you are instead reduced to 1 At 3rd level, you choose which vampiric
HP and can immediately turn into mist. domain you seek to master. Choose from
While in mist form, you are considered Lord of the Night, Lord of the Occult, and
under the effects of the gaseous form spell, Lord of the Pack.
except that you are immune to all damage
except for radiant damage. These effects last Lord of the Night
for 10 minutes, at which time you revert into All vampires prefer to prowl during the night
your standard bodily form and immediately hours, but some go a step beyond. Lords of
fall unconscious for the next 1d4 hours. the night learn how to wear the darkness as a
Strahd’s Manual of Shadow | 66
cloak; use it as a weapon sharper than any Improved Bite
sword. At level 15, you have improved your
capability to use your bite attack. When you
Bonus Proficiencies are in dim light or darkness, you may roll
When you choose this domain at 3rd level, double your damage dice on a hit.
you gain proficiency in medium armor and
shields. Master of the Night
At 18th level, you have achieved mastery
Cantrip over the night. You can cast darkness at its
At 3rd level, you learn the chill touch cantrip. lowest level at will without any components,
and it does not require concentration for you
Domain Spells to maintain.
When you take this domain at 3rd level and
again at 5th, 8th, 12th, and 17th levels, you Lord of the Occult
learn specific spells as shown on the table Some vampires choose to pursue control of
below. These spells do not count against the mystical powers, becoming lords of the
number of vampire spells you have prepared, occult. Such vampires acquire nearly godlike
though they do require spell slots to use. abilities of omniscience as some of the
greatest bastions of knowledge to be found
Vampire Domain Spells
throughout the multiverse.
Level
3rd arms of Hadar, hunter’s mark
5th blindness/deafness, darkness Bonus Proficiencies
8th animate dead, hunger of Hadar When you choose this domain at 3rd level,
12th Evard’s black tentacles, staggering you gain proficiency in Arcana and Religion,
smite
if not already proficient.
17th contagion, danse macabre

Enhanced Darkvision Cantrip


At 3rd level, you learn the minor illusion
At 7th level, you have grown even more
cantrip.
accustomed to darkness than you used to be.
Your darkvision increases to 120ft and works
in nonmagical and magical darkness. Domain Spells
When you take this domain at 3rd level and
again at 5th, 8th, 12th, and 17th levels, you
Haste of Shadows
learn specific spells as shown on the table
When you reach 10th level, you have
below. These spells do not count against the
mastered the art of misdirection. When in
number of vampire spells you have prepared,
dim light or darkness, you may use your
though they do require spell slots to use.
bonus action to use the Dash, Disengage, or
Hide actions.

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Vampire Domain Spells to your roll. You may decide to add this
Level bonus after you make your roll, but before
3rd dissonant whispers, identify the result of your roll is determined.
5th find traps, locate object
After you use this feature, you cannot do so
8th clairvoyance, sending
12th Leomund’s secret chest, phantasmal again until after you complete a short or long
killer rest.
17th antilife shell, legend lore
Magical Secrets
Additionally, you may use Intelligence as At 10th level, you have unlocked arcane
your spellcasting modifier instead of secrets that you have devoted your death to
Charisma, if you wish. researching. Select two first or second level
spells from any spellcaster list. You may cast
either one of these spells as a second level
spell. Once you do so, you cannot cast either
spell again using this feature until you
complete a short or long rest; however, you
may cast either spell with your Vampire spell
slots.

Arcane Achievement
When you reach 15th level, you may learn
four cantrips of your choice. Your
spellcasting modifier for these spells is
Charisma or Intelligence (your choice).

Immortal Knowledge
At 18th level, you have unlocked the
knowledge of many lifetimes. You can cast
identify and sending at will.

Lord of the Pack


Some vampires are known to demonstrate
mastery over rats, bats, and wolves. Vampires
that hone this ability are lords of the pack.

Bonus Proficiencies
When you take this domain at 3rd level, you
gain proficiency in Animal Handling and
Knowledge of the Ages Nature.
When you reach 7th level, you have learned
a great deal. When you make an Intelligence-
based skill check, you may add a +10 bonus

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Bonus Spell your Children of the Night feature to make
At 3rd level, you learn the speak with animals an attack against one creature adjacent to it.
spell, and can cast it once without using a The creature you summoned must use its
spell slot. Once you cast this spell in this way, reaction to make this attack.
you cannot do so again until you finish a
short rest. Improved Children of the Night
At 15th level, you have increased your sway
Domain Spells over specific creatures. When you use your
When you take this domain at 3rd level and Children of the Night feature, you may now
again at 5th, 8th, 12th, and 17th levels, you summon multiple swarms of bats and/or rats,
learn specific spells as shown on the table and multiple wolves. You can also summon
below. These spells do not count against the dire wolves. The total CR of creatures that
number of vampire spells you have prepared, you summoned cannot exceed 2.
though they do require spell slots to use.
Pack Master
Vampire Domain Spells When you reach 18th level, you have
Level perfected your ability to command creatures.
3rd beast bond, find familiar When you use your Pack Lord feature, a
5th animal messenger, beast sense
number of creatures that you have
8th conjure animals, phantom steed
12th charm monster, dominate beast summoned equal to your Charisma modifier
17th commune with nature, control winds (minimum 1) can use their reactions to make
attacks against creatures adjacent to them.
Children of the Night
At 7th level, you have gained the ability to
summon children of the night. You may
summon a swarm of bats, swarm of rats, or, if
you are outdoors, a wolf. The summoned
creature acts on its own initiative, but follows
your commands. The summoned creature
leaves after ten minutes or if you fall
unconscious or choose to dismiss the
creature as a free action.
You can use this feature a number of times
equal to your proficiency modifier. You
regain all uses of this feature after completing
a long rest.

Pack Lord
At 10th level, you have honed your ability to
influence your summoned creatures. On
each of your turns, you may use your bonus
action to command a creature summoned by

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Tamarag, a half-orc, bravely defended his
friends from a savage werewolf attack.
Werewolf Unfortunately, his valor came at a price: he
Bree Darkhelm rushes up the towering was bitten, and slowly transformed into a
battlement as her friends struggle to keep up. lycanthropic savage. To protect his friends
Lightning crackles as the dark wizard atop the from the danger that he posed them, he
tower tries to electrocute her, but Bree is slipped away from camp one cold night,
much too fast. She ducks under a blast, never to return.
transforms into a snarling wolf, and slams
into the wizard, knocking him off of the
tower to plummet to his death.
Canine Marauders
Werewolves are individuals cursed - or
After a stunning goblin raid, the small city of blessed, depending upon your viewpoint -
Everlund is shocked and afraid of further with the ability to turn into canines. Some of
strikes. However, the halfling baker Lothien them, of course, do not have full control over
promises the town not to worry. He sneaks this ability. Whether a werewolf character can
into the woods, following the goblins. turn into a canine on command or not, many
Unbeknownst to the folk of Everlund, werewolves adopt doglike mannerisms.
Lothien is a werewolf with a remarkable
sense of smell. He follows the goblin band to If you wish, select from or roll on the table
their camp, where he quietly savages their below to determine an additional personality
leader as a warning to leave the town in trait that you gain when you become a
peace. werewolf.

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D8 Personality Trait opportunity to role-play. If you wish, you may
1 Whoever is both strongest and gentlest use the following optional rule, which further
must be respected as the alpha. emphasizes your ties to the moon.
2 I often find fleas behind my ears.
3 The smell of cooking meat immediately
sets me salivating. Optional Rule: Curse of the Moon
4 If nothing is interesting, I may just stretch
If you are outdoors, there is little enough
out on the ground and nap.
5 I like sitting alone in the light of the rising cloud cover that you can see the moon,
sun each morning. and the moon is between waxing and
6 I view urination as a means of marking my waning gibbous (¾ full), you must make a
territory. roll and compare it to your Wisdom
7 I pick on people I think are weaker than score, as described above. Roll 2d20 and
me. use the higher of the two when making
8 I’ll do anything to protect my people. the roll in this way. You need only make
the check once per night.
Curse of the Moon
All werewolves are bound to the moon, some On a full moon, you automatically enter
more strongly than others. When you create your Lycanthropic Form 1d4 hours after
a werewolf character, determine the extent to the sun goes down. You gain a temporary
which you are tied to the phases of the moon. personality trait: “I have discovered that I
Do you experience personality changes with really enjoy killing for sport.” You spend
the waxing and waning of the moon? During the night marauding and thirsting for
a new moon, do you become lethargic, blood; you do not gain the benefits of a
depressed, or perhaps joyful to be free from long rest, and gain one level of exh-
the bondage of lycanthropy? This is an austion. Your personality returns to what
important question to it previously was at dawn the next day.
consider, and a valuable

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Multiclassing into Werewolf Quick Build
First, make Strength or Dexterity your
You can only multiclass into werewolf if you
highest ability score, followed by
were afflicted with the lycanthropy curse as a
Constitution. Second, choose the Hermit or
result of being bitten by a werewolf (or, in
Outlander background.
very rare instances, as a result of dark magic).
Make sure that your DM agrees that you
have met the narrative prerequisites for
multiclassing into werewolf before doing so.
Class Features
As a werewolf, you gain the following class
features.
Other Lycanthropes
If you want to play another lycanthropic Hit Points
creature such as the werebear, wereboar, Hit Dice: 1d10 per Werewolf level
wererat, and weretiger found in the Monster Hit Points at 1st Level: 10 + your
Manual, consult the template at the end of Constitution modifier
this class, which contains some suggestions
for how to design such a character.

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Hit Points at Higher Levels: 1d10 (or 6) + Levels 1-4 1d4
your constitution modifier per werewolf level Levels 5-9 1d6
after 1st Levels 10-15 1d8
Levels 16-20 1d10
Proficiencies
Armor: light armor Lupine Form
Weapons: simple weapons, longbows Starting at second level, on your turn, you
Tools: none can transform into a Lupine Form as a bonus
Saving Throws: Constitution, Wisdom action. Coarse fur sprouts from your face and
Skills: Choose two from Acrobatics, Animal all over your body as your ears elongate, your
Handling, Athletics, Insight, Investigation, fingernails and toenails grow into sharp claws,
Nature, Perception, Stealth, and Survival and nose stretches into a snout with sharp
teeth and a keen sense of smell. Your Lupine
Equipment Form lasts for up to an hour, and does not
You start with the following equipment, in end if you are incapacitated or knocked
addition to the equipment granted by your unconscious. Your Lupine Form does end if
background: you die, and you may end it early as a bonus
➢ A simple weapon of your choice action on your turn, unless you are in Wolf
➢ A sling and 20 pellets Form. While in this form, you gain the
➢ Two daggers following benefits if you aren't wearing
➢ (a) An explorer’s pack or (b) A medium or heavy armor:
dungeoneer’s pack
➢ Leather armor ➢ You have advantage on all Strength
checks and Strength saving throws.
➢ If you choose to, you may shapeshift
Unarmored Defense from Lupine Form into Wolf Form
When you are not wearing armor, your AC is as a bonus action.
10 + your Dexterity modifier + your
Constitution modifier. Wolf Form
When in wolf form, you may use the stats of
Natural Weapons a Wolf or Worg (your choice), with the
Because of your lupine strength and claws, following adjustments:
you have powerful unarmed strikes. Your ➢ You retain your INT, WIS, and
natural weapons have proficiency and can be CHA scores
made with Strength or Dexterity. They deal ➢ You retain an understanding of the
piercing or slashing damage at your languages that you know (though you
discretion. The amount of damage you deal cannot speak them)
with your natural weapons increases over ➢ You are only proficient in the skills
time. that the wolf or worg is proficient in
➢ You add your proficiency bonus to
your attack rolls and AC
➢ You use your current hit points
instead of the wolf’s or worg’s hit

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points, unless the wolf’s hit points are
higher than your maximum hit points
Lycanthropic Bloodline
➢ You add your Unarmored Movement At third level, you choose your subclass of
speed bonus to your movement werewolf, which reflects the bloodline that
speed while in Wolf Form, as well as you inherited when you were bitten. Choose
any other bonus to speed that you Alpha, Ancestral Hunter, or Moonbound
receive from a class feature, race each of which are detailed at the end of this
feature, spell cast on you by someone section. Ancestral Hunters are noble,
else, or feat dignified warriors akin to rangers.
You may only transform into Wolf Form Moonbound give in to their feral side,
once per use of Lupine Form. Once you channeling their primal savagery to rend their
enter Wolf Form, you remain in Wolf Form opponents into a bloody pulp. Alphas live
for 1d6 x 10 minutes. If the time limit of your with small groups of wolves and lead them to
Lupine Form runs out and you are still in hunt even more effectively.
Wolf Form, you revert to your standard
humanoid form. Lunar Points
Starting at 3rd level, you can channel the
If you are able to cast spells, you can’t cast power of the moon. This power is
them or concentrate on them while in Lupine represented by a number of lunar points.
or Wolf Form. Your werewolf level determines the number
of points you have, as shown in the Lunar
Once you have used this feature the number Points column of the Werewolf table.
of times shown for your Werewolf level in
the Lupine Form column of the Werewolf You can spend these points to fuel various
table, you must finish a long rest before you lunar features. You start knowing two such
can use your lupine form again. features: Flurry of Claws and Step of the
Night. Your Lycanthropic Bloodline provides
other options for Lunar Points. You learn
more lunar features as you gain levels in this
class.

When you spend a lunar point, it is


unavailable until you finish a short or long
rest, at the end of which you draw all of your
expended lunar points back into yourself.
You must spend at least 30 minutes of the
rest meditating to regain your lunar points.

Some of your lunar features require your


target to make a saving throw to resist the
feature’s effects. The saving throw DC is
calculated as follows:

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Lunar save DC = 8 + your proficiency
bonus + your Wisdom modifier
Unarmored Movement
At 5th level, when you are not wearing
armor, your movement speed increases by a
Flurry of Claws number of feet as denoted on the Werewolf
Immediately after you take the Attack action table under the Unarmored Movement
on your turn, you can spend 1 lunar point to column.
make an unarmed strike a bonus action.

Step of the Night Canine Instincts


You can spend 1 lunar point to take the Starting at 7th level, your wolfish intuition
Disengage or Dash action as a bonus action helps you remain alert to danger at all times.
on your turn, and your jump distance is You gain three of the following benefits of
doubled for the turn. your choice. You may choose three new
Canine Instincts at 13th level.

Ability Score Increase ➢ You have advantage on initiative rolls.


At 4th level, and again at 8th, 12th, 16th, and ➢ You cannot be surprised while awake.
19th levels, you can increase one ability score ➢ You have advantage on Wisdom
by 2, two ability scores by 1, or take a feat. (Survival) checks for tracking
creatures.
➢ You move through difficult terrain
Extra Attack from natural causes (tangled roots,
When you reach fifth level, you may attack
loose gravel, snow, etc.) as if it is
twice, instead of once, whenever you use the
normal terrain.
attack action. You retain this benefit while in
➢ As long as you are partially concealed
your Lycanthropic Form and in your Wolf
or obscured by some natural
Form, even if the stats of the wolf you use
phenomenon (foliage, light snowfall
normally would not have this feature.
or fog, etc.), you can take the hide
action as a bonus action.
➢ When in Lupine
Form and relying on
hearing or smell, you
have advantage on
Wisdom (Perception)
checks.
➢ You gain proficiency
in Athletics if not already
proficient. While in
Lupine Form, you gain
expertise in Athletics.
This benefit remains
while in Wolf Form.

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➢ You gain proficiency in Perception if
not already proficient. While in
Child of the Moon
Lupine Form, you gain expertise in When you have reached 20th level, you have
Perception. This benefit remains fully unlocked the potential power of the
while in Wolf Form. moon. You gain the following benefits:
➢ You gain proficiency in Insight if not
already proficient. While in Lupine ➢ You retain your ability to speak even
Form, you gain expertise in Insight. when you are a wolf or dire wolf.
This benefit remains while in Wolf ➢ You may choose how long your
Form. lycanthropy lasts, up to an hour.
➢ You gain proficiency in Stealth if not During this time, you may transform
already proficient. While in Lupine into and out of a wolf as many times
Form, you gain expertise in Stealth. as you want, using a bonus action to
This benefit remains while in Wolf transform.
Form. ➢ While in lycanthropic form, you can
➢ You gain proficiency in Acrobatics if hear any canine howl within 10 miles
not already proficient. While in of you and immediately identify what
Lupine Form, you gain expertise in type of canine it is, and if it is a
Acrobatics. This benefit remains lycanthrope. If you choose, you may
while in Wolf Form. communicate brief, 1-word messages
➢ You gain proficiency in Intimidation in your howls that are understood by
if not already proficient. While in all lycanthropes and wolves within a
Lupine Form, you gain expertise in 10 mile radius of you.
Intimidation. This benefit remains ➢ During a full moon, you are immune
while in Wolf Form. to nonmagical, non-silver
bludgeoning, piercing, and slashing
damage.
Swift Hunter
At tenth level, you understand how to
channel your lycanthropic energy into deadly
effectiveness. When you are using your
Lupine Form or Wolf Form, once per day
you may cast the haste spell on yourself
without using verbal, somatic, or material
components. You may cast this spell in this
way even though you are in your Lupine
Form or Wolf Form.

Magical Strikes
At level 11, your unarmed attacks count as
magical for the purpose of overcoming
damage resistance.

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Pack Wolf
Lycanthropic Bloodline Additionally at 3rd level, you attract one or
At third level you choose which lycanthropic more wolves to follow you. You may take on
bloodline your character hails from, a a total number of companions equal to your
decision that allows you specialized canine Wisdom modifier (minimum 2). The
abilities. Choose from Alpha, who leads a companions can be either wolves or worgs.
small pack of wolves; Ancestral Hunter, a Your companions gain a few modifications:
disciplined warrior; or Moonbound, who can ➢ They use your proficiency modifier
turn into a savage marauder. instead of their own.
➢ They add your proficiency modifier
Alpha to their AC.
As a werewolf alpha, you have learned how ➢ They gain HP equal to their
to command and keep company with a small Constitution modifier x your level.
pack of wolves. When determining initiative, all your pack
act on a single initiative roll. You may use
highest initiative modifier out of your
Bonus Proficiency companions for their initiative rolls.
When you discover this bloodline at 3rd level, On their turn, each of your companions can
you gain proficiency in your choice of move and take bonus actions, but they only
Animal Handling or Survival. have one action that they can collectively
share among them.

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Alpha Commands move up to its speed as a reaction.
Finally, at 3rd level you also learn how to During this movement, your
command your beasts to achieve their most companion has an increase to AC
effective potential as a team. Choose a equal to your Alpha Command die
number of Alpha Commands from this list roll.
equal to your proficiency bonus. When your ➢ Precise Strike. You may expend your
proficiency bonus increases, you may choose action to allow one of your
a new Alpha Command. Any time you level companions within 60ft of you to
up, you may choose to take a new Alpha make an attack as a reaction. They get
Command in place of an old one. a bonus to their attack equal to your
Using an Alpha Command requires the use Alpha Command die roll.
of an Alpha Command die. You regain ➢ Pushing Strike. You may expend
expended Alpha Command dice after a short your action to allow one of your
or long rest. companions within 60ft of you to
make an attack as a reaction. If they
You have 4 Alpha Command dice, which are hit, they deal extra damage equal to
d6s. They increase to d8s at 7th level and d10s your Alpha Command die roll, and if
at 17th level. At 10th level, you have 5 Alpha the target is no more than one size
Command dice per short rest instead of 4. larger than your companion it must
succeed a STR saving throw (DC 8 +
Alpha Commands your proficiency bonus + your
➢ Overwhelming Strike. You may companion’s STR mod) or be
expend your action to allow one of pushed 10ft.
your companions within 60ft of you ➢ Rally. You may expend your bonus
to make an attack as a reaction. If action to heal one of your
they hit, they deal extra damage equal companions within 60ft of you a
to your Alpha Command die roll, number of HP equal to your Alpha
and if the target is no more than one Command die roll + your WIS
size larger than your companion it modifier.
must succeed a STR saving throw ➢ Vicious Strike. You may expend your
(DC 8 + your proficiency bonus + action to allow one of your
your companion’s STR mod) or be companions within 60ft of you to
knocked prone. make an attack as a reaction. If they
➢ Maneuver. You may expend your hit, they deal extra damage equal to
bonus action to let one of your double your Alpha Command die
companions within 60ft of you take roll.
the Hide or Dodge action as a
reaction. The creature also gains You may expend 1 lunar point to regain an
temporary HP equal to your Alpha alpha command die.
Command die roll.
➢ Movement. You may expend your
bonus action to allow one of your
companions within 60ft of you to

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Improved Alpha Commands ➢ Your group can’t become lost except
At 9th level, your Alpha Commands range by magical means.
extends from 60ft to 120ft. ➢ Even when you are engaged in
Additionally, whenever you use an Alpha another activity while traveling (such
Command you may grant the benefits to two as foraging, navigating, or tracking),
creatures instead of one. you remain alert to danger.
➢ If you are traveling alone, you can
move stealthily at a normal pace.
Strength of the Pack
➢ When you forage, you find twice as
At 14th level, when your beast companions
much food as you normally would.
take their initiative, two of your companions
➢ While tracking other creatures, you
get to take actions, instead of only one.
also learn their exact number, their
sizes, and how long ago they passed
Master of the Pack through the area.
At 17th level, whenever you start your turn
without any Alpha Command dice, you Hunter’s Mark
regain 1 Alpha Command die.
Finally, at 3rd level you gain access to the
hunter’s mark spell, which you can cast by
Ancestral Hunter spending 1 lunar point. You cannot be in
Ancestral Hunters are noble protectors of lycanthropic form to cast the spell, but so
their friends and family, stalking the night to long as you maintain concentration on the
slay monsters that could pose a threat to their spell once it is cast, you can enter
people or exacting revenge on those that have lycanthropic form without ending the spell.
wronged them.
Hunting Maneuvers
Bonus Proficiencies Starting at 9th level, you can use your Lunar
When you take this subclass at 3 level, you
rd Points to achieve special combat techniques.
gain proficiency in medium armor, shields, Choose two of the following abilities to learn.
and martial weapons. You learn one additional ability at 17th level.
Each ability costs 1 lunar point to use.
Hunter’s Intuition
Disarm. As a bonus action, after hitting with a
At third level, you are keenly aware of your
melee attack, you can make your target make
surroundings. Select two of the following
a DEX saving throw. On a failed save, they
types of terrain: aquatic, desert, forest,
drop one held item.
grassland, mountainous, subterranean,
swamp, or tundra. While in either of your
Hunter’s Movement. As an action, you can
favored terrains, you gain the following
move up to your speed and one ally can use
benefits:
their reaction to move up to their speed.
➢ Difficult terrain doesn’t slow your
Rush. As a bonus action, you can move up to
group’s travel.
double your speed.

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Shove. As a bonus action, after hitting with a druidic. Additionally, when dealing with your
melee attack, you can make your target make favored enemy, you gain the following
a STR saving throw. On a failed save, they benefits:
are shoved 10ft, taking 1d6 bludgeoning
damage if they are unable to complete their ➢ When you use lunar points to cast
movement. hunter’s mark on a favored enemy, it
does not require concentration, and
Stalk. As an action, you become invisible you can cast it while in lycanthropic
until the start of your next turn. If you use or lupine form.
this action on consecutive turns, spending ➢ Your attacks against favored enemies
another Lunar Point each turn, you remain deal +2 damage.
invisible. ➢ You have advantage on Wisdom
(survival) checks to track your favored
Steel Resolve. As a bonus action, you regain enemies, as well as Intelligence
1d8 HP. checks to recall information about
them.
Trip. As a bonus action, after hitting with an
attack, you can make your target make a Pack Tactics
DEX saving throw. On a failed save, they fall At 17th level, you have learned how to most
prone. effectively hunt with the pack. If you have at
least one ally adjacent to your target and that
Favored Enemy ally isn’t incapacitated, you can spend 1 lunar
At 14th level, you may choose one of point to make all attacks against
the following to be your favored that target on your turn with
enemy: aberrations, advantage.
beasts, celestials,
dragons, fiends,
monstrosities, Moonbound
undead, or Moonbound werewolves
beastly are tied to the energy of the
humanoids moon and can lapse
(goblinoids, into vicious savagery
gnolls, orcs, during a full
etc.). You moon.
learn 1
language Bonus Proficiency
associated When you take this
with your subclass at 3rd level, you
favored gain proficiency in Dexterity
enemy. If saving throws.
your favored
enemy is
beasts, you learn

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Enhanced Lycanthropy you regain all uses of this ability after a long
At third level, your Lupine Form becomes rest.
more volatile. When you are hit with a melee
attack and are not in your Lupine Form, roll Primal Howl
1d20 and compare it to your WIS score. If At 14th level, you have learned how to
you rolled equal to or greater than your WIS channel your howl to damage the ears of
score, you immediately use your reaction to your enemies. You have learned the
transform into your lycanthropic form. If you following spells, which for you require only
have already used your reaction this round, verbal and somatic components. You may
you transform anyway. If you rolled less than cast the spells while in lycanthropic or lupine
your WIS score, you may choose to use your form.
reaction to transform, but you may choose
not to. You may spend 1 lunar point to cast
thunderclap, dealing damage as if you were
When you are in lycanthropic form and you 1st level.
transform into a wolf, you may use the stats You may spend 2 lunar points to cast
of a dire wolf. When you are in wolf form, thunderwave at its lowest level.
you gain resistance to bludgeoning, piercing, You may spend 4 lunar points to cast
and slashing damage made with non-silvered thunderwave as a 3rd-level spell.
weapons.
Remarkable Dodge
There are also drawbacks to this powerful By 17th level, you have learned how to evade
transformation. While you are in wolf form the worst of many attacks. When you are
or lycanthropic form, you have disadvantage forced to make a DEX or CON saving throw
on Wisdom saving throws. to avoid taking damage, you take ½ damage
on a failed save, and no damage on a
Additionally, if you use your final use of successful one.
Lupine Form, you gain one level of
exhaustion.
Other Lycanthropes
Lupine Strike If you want to play any of the other
Finally, at 3rd level you gain one additional lycanthropes found in the Monster Manual
way to use Lunar Points. When you hit with (Werebear, wearboar, wererat, or weretiger)
a melee unarmed attack, you may expend 1 use the following templates to adjust this
Lunar Point to deal 1d6 additional slashing class.
damage.
Werebear
Primal Savagery
Use the following abilities in place of the
At 9th level, once per turn, when you miss
abilities in parentheses. Rename any ability
with an unarmed melee attack you may
with the name “Canine” or “Lupine” to
immediately make another attack as a free
“Ursine”.
action. You may use this feature a number of
times equal to your Wisdom modifier, and

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➢ Bear Form (Wolf Form). you use the ➢ Rodent Nimbleness (Canine
stats of a black bear instead of a wolf Instincts). At 7th and 13th levels,
or worg. increase your DEX or WIS by 2, to a
➢ Ursine Strength (Step of the Night). maximum of 20. Alternatively, you
You can spend 1 lunar point to gain may take any of the following feats:
1d6 temporary hit points as a bonus Alert, Dungeon Delver, Mobile,
action. Skilled, or Skulker.
➢ Lycanthropic Bloodline. You cannot ➢ Lycanthropic Bloodline. You cannot
choose the Alpha bloodline. If you choose the Moonbound bloodline. If
choose the Moonbound bloodline, you choose the Alpha bloodline, you
you turn into a brown bear instead of summon a swarm of rats or giant rat
a dire wolf. instead of a wolf.

Wereboar Weretiger
Use the following abilities in place of the Use the following abilities in place of the
abilities in parentheses. Rename any ability abilities in parentheses. Rename any ability
with the name “Canine” or “Lupine” to with the name “Canine” or “Lupine” to
“Porcine”. “Feline”.
➢ Boar Form (Wolf Form). you use the ➢ Tiger Form (Wolf Form). you use the
stats of a boar instead of a wolf or stats of a panther (flavored as a tiger)
worg. instead of a wolf or worg.
➢ Porcine Strength (Canine Instincts). ➢ Lycanthropic Bloodline. You cannot
At 7th and 13th levels, increase your choose the Alpha bloodline. If you
STR or CON by 2, to a maximum of choose the Moonbound bloodline,
20. Alternatively, you may take any of you turn into a tiger instead of a dire
the following feats: Charger, Durable, wolf.
Resilient, Savage Attacker, or Tough.
➢ Lycanthropic Bloodline. You cannot
choose the Alpha bloodline. If you
choose the Moonbound bloodline,
you turn into a giant boar instead of a
dire wolf, but doing so costs 2 uses of
Porkine Form.

Wererat
Use the following abilities in place of the
abilities in parentheses. Rename any ability
with the name “Canine” or “Lupine” to
“Rodent”.
➢ Rat Form (Wolf Form). you use the
stats of a rat or giant rat instead of
wolf or worg.

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Witches are also often viewed by other
Witch casters as occult oddities. Wizards often look
Boil, a young kenku, peers down into his down on a witch’s methods of magic as
cauldron as he mixes pickled troll noses with primitive, trivial, or overdramatic, cryptic
owlbear feathers in a mulled ale broth. It’s sorcerers that can cast magic innately but
time-consuming and painstaking, but Boil pretend that it is derived from nature. In
persists, because he knows that when push truth, witches do draw their magic through
comes to shove having such a stamina- the energy of life and death, which they can
boosting potion will come in handy. access through natural plant and animal life
as well as through sentient beings.
Human seamstress Tiana stalks among
shadows, tailing the mayor of Baldur’s Gate.
She snags a single hair off of the mayor’s
Eccentric Personalities
coat, and melts back into darkness. Later, in Some witches try to hide their unusual
the safety of her warded home, she spins the practices by acting the same as everyone else
mayor’s hair into a straw doll that has his in society. However, many witches often have
likeness, and whispers into his consciousness. unusual, cultish personalities that mark them
as cut from a different cloth. Each witch
In the distance, a horde of gnolls make their coven subclass comes with a personality trait
menacing advance. Maledicta raises a dark table that you can use when creating a witch
twig above her horned head, chanting quietly. character. You do not choose a witch coven
The forest around her begins to stir. The until third level, but can select personality
skies darken, trees uproot, and an army of traits from any of the tables when you create
lightning and vegetation advances on the your character at first level.
gnolls.
Of course, it’s impossible to make
The witch is a spellcaster that might often be generalized statements that match the
mistaken for a wizard by the nature of their personalities of every single witch in a coven.
spells. However, instead of gaining power Some witches from one coven might have
through study of an academic nature, witches personality traits typically associated with
draw power from herbology and mysticism, witches of another coven, or may have
from pagan spirits of nature, from lifeblood entirely unique personalities that don’t fall
and the energy put off by other living or dead into any stereotypical category. Whatever the
beings. case, carefully consider the personality of
your witch as you create him or her.

Herbalists and Occultists


Witches are often collectors by their nature.
Multiclassing into Witch
Herbomancers and hexmancers must collect To multiclass into Witch, you must first have
ingredients for their brews and dolls, and a Wisdom of 13 or higher. If your character
even witches from the other covens are well- dies, you have no levels in witch, and you
versed in the creation and application of meet the requirements of multiclassing into
healing salves and poultices. witch, you may do so on the stipulation that

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when you reach 3rd level in the witch class Hit Points at Higher Levels: 1d6 (or 4) +
you choose the Spiritualism coven. your constitution modifier per witch level
after 1st
Quick Build
First, make Wisdom your highest ability Proficiencies
score, followed by Constitution. Second, Armor: none
choose the Hermit or Sage background. Weapons: Daggers, darts, slings,
quarterstaffs, whips
Tools: herbalist’s tools
Class Features Saving Throws: Constitution, Wisdom
As a witch, you gain the following class Skills: Choose two from Arcana, Deception,
features. Insight, Intimidation, Medicine, Nature,
Perception, Persuasion, Religion, and Stealth
Hit Points
Hit Dice: 1d6 per Witch level
Hit Points at 1st Level: 6 + your Constitution
modifier

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Equipment with the powers that be, during which time
You start with the following equipment, in you mutter indiscernible incantations under
addition to the equipment granted by your your breath. You must do this for at least 1
background: minute per spell level for each spell on your
➢ a quarterstaff, or b) a dagger list.
➢ a) a component pouch, or b) an
arcane focus Casting Spells
➢ a) a scholar’s pack, or b) an explorer’s To cast a spell, you must expend a number
pack of Spell Points. To see how many Spell
➢ a herbalism kit Points you have, consult the Spell Points
column of the Witch table. You regain all
spent Spell Points after completing a long
Spellcasting rest.
You can cast spells, using the mystical,
unusual powers of witchiness. Consult this table to determine how many
points a spell costs:
Cantrips
At 1st level, you know three cantrips of your Spell Point Spell Point
choice from the witch spell list. You learn Level Cost Level Cost
additional witch cantrips of your choice at 1 2 6 9
higher levels, as shown in the Cantrips 2 3 7 10
Known column of the Witch table. 3 5 8 11
4 6 9 13
5 7
Preparing Spells
Each time you complete a long rest, you can Because spells of 6th level and higher are
choose witch spells to prepare. Choose a particularly taxing to cast, you can only use
number of spells from the witch spell list spell points to create one slot of each level
equal to your Wisdom modifier + your witch per day. You can’t create another slot of the
level (minimum of one spell). The spells same level until you finish a long rest.
must be of a level equal to or less than your
Max Spell Level, as noted on the Witch When casting a spell, you cannot cast it of a
table. level higher than you Max Spell Level.

For example, if you are a 3rd-level Witch


with a Wisdom of 16, you may choose six Spellcasting Ability
Wisdom is your spellcasting ability for your
Witch spells to prepare. They cannot be
witch spells, since you learn your spells
higher than 2nd level. In this example, if you
through dedicated communication with
prepare the first level spell Witch Bolt, you
nature and spirits. You use your Wisdom
can cast it at 1st or 2nd level.
whenever a spell refers to your spellcasting
ability. In addition, you use your Wisdom
You can change your list of prepared spells
modifier when setting the saving throw DC
when you finish a long rest. Preparing a new
list of witch spells requires time communing

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for a witch spell you can cast and when your choice. You gain another one at 13th
making an attack roll with one. level.
You can only use one Mold option on a spell
Spell save DC = 8 + your proficiency at a time.
bonus + your Wisdom modifier
Spell attack modifier = your ➢ Careful Spell. When you cast a spell
proficiency bonus + your Wisdom modifier that forces other creatures to make a
saving throw, you can protect some of
Ritual Casting those creatures from the spell’s full
You can cast a witch spell as a ritual if that force. To do so, spend a number of
spell has the ritual tag and you have the spell spell points equal to the number of
prepared. You don’t need to expend any creatures that you want to protect (the
spell points when casting a spell as a maximum number is equal to your
ritual. Wisdom modifier). A chosen
creature automatically succeeds
its saving throw against the
Ritualist spell.
Your knack for communing ➢ Delayed Spell. When
with otherworldly forces you cast a spell, you may
gives you the ability to spend 2 additional spell
access a wide variety of points to prevent it from
magicks. At first level, triggering. You may
choose two spells with the prevent the spell from
ritual tag. These spells triggering for up to 1
may come from any spell minute or until you choose
list, though the spells to trigger it as a bonus
cannot be of a higher level action. Maintaining a
than your Max Spell Level. delayed spell in this way
You may cast either of these requires your concentration, as
spells as rituals, but unless they if concentrating on a spell, and if
are prepared for you, you cannot you lose your concentration before
cast the spell normally. Each time you choosing to enact the spell, it triggers
gain a new level in this class, you may choose immediately. If the spell is a
to replace one of these ritual spells with a concentration spell and is triggered in
different ritual spell, so long as it is not a spell this way, it only lasts for one round,
of higher level than your Max Spell Level. then ends.
You may choose a third ritual to use in this ➢ Heightened Spell. When you cast a
way at 8th level, and a fourth at 14th level. spell that forces a creature to make a
saving throw to resist its effects, you
can spend 4 additional spell points to
Mold Spell impose disadvantage on its first saving
At 2nd level, you gain the ability to mold
throw made against the spell.
your magic to better suit your needs. You
gain two of the following Mold options of

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➢ Quickened Spell. When you cast a
spell that has a casting time of 1
Arcane Mastery (2nd Level)
action, you can spend 2 additional At 11th level, you become adept at casting
spell points to change the casting time another specific spell. Choose one 2nd-level
to 1 bonus action for this casting. spell that you can prepare. For you, that spell
➢ Sentient Spell. When you cast a is now always prepared, and does not count
concentration spell, you may spend against the number of spells you can prepare.
additional spell points equal to 1.5 Furthermore, casting it costs only 2 spell
times the number of spell points points, instead of 3.
originally spend (rounded down). If
you do so, the spell does not require Arcane Mastery (3rd Level)
concentration, and ends at the end of When you reach 15th level, you become
its duration or if you choose to adept at casting another specific spell.
dismiss it as a bonus action. Choose one 3rd-level spell that you can
➢ Subtle Spell. When you cast a spell, prepare. For you, that spell is now always
you can spend 1 additional spell point prepared, and does not count against the
to cast it without any somatic or number of spells you can prepare.
verbal components. Furthermore, casting it costs only 3 spell
points, instead of 5.
Witch Coven
At 3rd level, you choose a coven to join. Unearthly Recovery
Choose from the covens of Bloodmancy, At 20th level, your ability to draw upon the
Herbomancy, Hexmancy, Spiritualism, spirits around you infuse you with power.
Paganism, and Synergy. Each coven is Whenever you take a short rest or roll
explained in detail at the end of the class initiative and do not have any spell points,
description. you regain 2d6 spell points.
You gain witch coven powers when reach 3rd
level, and again at 6th, 10th, 14th, and 18th
levels. Witch Coven
At 3rd level, you choose a coven to join.
st
Arcane Mastery (1 Level) Choose from the covens of Bloodmancy,
When you reach 5th level, you become adept Herbomancy, Hexmancy, Spiritualism,
at casting a specific spell. Choose one 1st- Paganism, and Synergy. Each coven is
level spell that you can prepare. For you, that explained in detail below, and each coven
spell is now always prepared, and does not comes with customization suggestions for
count against the number of spells you can your character’s personality.
prepare. Furthermore, casting it costs only 1
spell point, instead of 2.

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Coven of Bloodmancy
Witches that hail from the coven of
bloodmancy perfect the ability to draw
magical prowess directly from the lifeblood
of other creatures, often by drinking blood
directly. Because of this diet, bloodmancers
often develop flushed complexions and red-
stained lips.

When you join the coven of bloodmancy, or


if you plan on joining the coven of
bloodmancy, consider choosing one of the
personality traits below.

d8 Personality Trait
1 My hands are constantly fidgeting, as if
looking for a neck to wring.
2 I only eat my meat rare and runny.
3 When I get bored, I chew my fingernails
ragged.
4 People often say I have a “hungry”
expression, even if I just ate. are considered to always be prepared by you,
5 I’ve developed an affinity for humanoid and do not count against the number of
blood. spells that you can prepare.
6 I keep the bones of my enemies to snack
on later.
Witch Coven Spells
7 I’m scornful of those that settle for eating
Level
small game. The bigger and bloodier, the
3rd false life, ray of sickness, augury, ray of
better.
enfeeblement
8 I view blood as sacred, and am honored to
5th life transference, vampiric touch
partake of it.
8th locate creature, phantasmal killer
12th circle of power, enervation
You gain witch coven powers when reach 3rd
level, and again at 6th, 10th, 14th, and 18th
levels. Strength from Lifeblood
At 6th level, you have discovered that the
most powerful forms of magicking can be
Bonus Proficiencies unleashed through the consumption of
When you take this coven at 3rd level, you lifeblood. If you spend 30 seconds drinking
gain proficiency in light armor and scimitars. the lifeblood of a creature that was alive
within the past 10 minutes, the next time you
Expanded Spell List cast a spell, you may cast it one level higher
Additionally when you take this coven at 3rd than you the number of spell points you
level, and again at 5th, 7th, and 9th levels, spent on it would typically allow.
you gain access to new spells. These spells

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Power from Pain Coven of Herbomancy
At 10th level, you may channel your own life
Herbomancers are, by and large, the most
force into a spell. You may spend 1
common coven of witches. Any highly
additional spell point and inflict 1d8 psychic
practiced brewer or herbalist might be
damage on yourself to increase your spell’s
considered a herbomancer, and the more
damage by 2d8.
powerful ones are able to concoct dangerous
poisons or potent draughts of healing in a
short time.
A note on Bloodmancy and Self-Harm
Bloodmancy, of course, evokes images of
When you join the coven of herbomancy, or
gritty heroes slicing their forearms in
if you plan on joining the coven of
order to unlock powers. Personally, I find
herbomancy, consider choosing one of the
these glorifications of self-harm to be
personality traits below.
deeply disturbing.
d8 Personality Trait
Yes, there is historical precedent for self- 1 I’m something of a hoarder. You never
mutilation by Christian monastic orders know when something might come in
in an effort to show penance for one’s handy.
sins, but in today’s culture self-mutilation 2 I’m obsessed with folklore and superstitions
is a sign that someone needs serious help. concerning trinkets.
3 I have sticky fingers, especially where gold
is concerned.
This is why I chose to make the Power
4 Though not necessarily true, people always
from Pain feature deal psychic damage, seem to think I’m trying to con them.
rather than slashing. You can do whatever 5 I eat small meals frequently. You’ll never
you want at your home game, but do not catch me without a snack.
make anyone uncomfortable by breaching 6 I’m very easily distractible. Following a train
topics that people want to leave out of the of th- whoa what’s that?
game. 7 Sometimes I zone out from everything
happening around me to consider
ingredient combinations.
8 I love talking with cooks, brewers, and the
Rapid Consumption like to learn from their techniques.
At 14th level, you can use your strength from
lifeblood feature after spending only your You gain witch coven powers when reach 3rd
action drinking the lifeblood of a creature. level, and again at 6th, 10th, 14th, and 18th
levels.
On the Brink
At 18th level, whenever you start your turn Bonus Proficiencies
below 20 hit points, you regain 1d6 spell When you take this coven at 3rd level, you
points. You cannot exceed your maximum gain proficiency in brewer’s kits, and you
spell points in this way. acquire one potion of lesser healing that
restores 2d4+2 hit points when consumed.

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Expanded Spell List
Additionally when you take this coven at 3rd For an example list of ingredients and their
level, and again at 5th, 7th, and 9th levels, effects, consult the Ingredients tables in
you gain access to new spells. These spells Chapter 7. Based on your campaign setting,
are considered to always be prepared by you, you can also work with your DM to create
and do not count against the number of additional ingredients and their effects.
spells that you can prepare.
Improvised Casting
Witch Coven Spells At 10th level, you have become adept at
Level improvising spells. If you have the material
3rd cure wounds, goodberry, aid, enhance components for any spell of 3rd level or
ability
lower that requires material components, you
5th catnap, water breathing
8th death ward, stone shape may cast the spell, even if you do not have it
12th awaken, contagion prepared or it is not a witch spell. You cannot
use a component pouch to gather these
materials, and the spell consumes the
components. To do so, you must expend the
double the typical number of spell points.

Master of Potions
When you reach 14th level, each time you
brew a potion or poison, you may choose
one of the following abilities to use.

➢ Creative Brewer. You may put


double the number of ingredients in a
brew.
➢ Deft Brewer. Halve the amount of
time it takes for you to brew a potion
or poison.
➢ Resourceful Brewer. Double the
number of doses produced by a brew.

Improved Improvised Casting


At 18th level, your improvised casting has
improved to the point that you can cast any
spell of 5th level or lower that requires
Mythical Brewer material components, so long as you can
At 6th level, you can brew potions and provide the components without using a
poisons, abiding by the rules for potions and component pouch, and spend the correct
poisons found in Chapter 7: The Witch’s number of spell points. You no longer need
Brewery. double the points, but the spell still consumes
the components.

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Expanded Spell List
Coven of Hexmancy Additionally when you take this coven at 3rd
level, and again at 5th, 7th, and 9th levels,
Witches from the coven of hexmancy are
you gain access to new spells. These spells
often charismatic charlatans or smooth-
are considered to always be prepared by you,
talking con artists. Hexmancers perform
and do not count against the number of
magic rituals with strands of hair or bits of
spells that you can prepare.
flesh or saliva that they procure from other
creatures. These complex magical rituals
Witch Coven Spells
grant hexmancers the power to communicate Level
with - and in some cases control - the 3rd hex, Tasha’s hideous laughter,
creatures of whom that they have samples. phantasmal force, silence
5th bestow curse, enemies abound
When you join the coven of hexmancy, or if 8th arcane eye, compulsion
you plan on joining the coven of 12th geas, modify memory
herbomancy, consider choosing one of the
personality traits below.

d8 Personality Trait
1 I’m everyone’s best friend, and the life of
the party.
2 Finding dirt on anyone and everyone is of
primary importance.
3 I crave information more than anything,
especially information of a personal nature.
4 I’m always talking, and I can’t keep a secret
to save my life.
5 I prefer to watch drama unfold from a safe
distance, though I’m often the cause of it.
6 I try to maintain an enigmatic persona.
7 Bartering is the way to solve any problem.
8 I never forget a slight against me and will
always exact my revenge.

You gain witch coven powers when reach 3rd


level, and again at 6th, 10th, 14th, and 18th
levels.

Bonus Proficiencies
When you take this coven at 3rd level, you
gain proficiency in Survival, or expertise if
already proficient. You also gain proficiency
with one martial weapon of your choice.

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Vodou complete a long rest, choose which dolls you
At 6th level, you have discovered the secrets can manipulate.
of manipulating another humanoid creature
from great distances. In order to do so, you Eyes and Ears
must first acquire a small piece of the When you reach 10th level, you may
creature, such as a drop of blood, a strand of concentrate on a doll that you are holding, as
hair, or a fingernail clipping. You must then if concentrating on a spell. While you do so,
expend two days and 10gp to bind the you can choose to see and hear as if you are
sample of the creature into a small doll in the creature represented by that doll, instead
their approximate likeness. of through your own eyes and ears.
You may only do this if you can manipulate
Choose three of the following effects to learn. that doll with your vodou ability.
You may use your action to cause an effect to
occur to a creature if you are holding that Distant Casting
creature’s doll. You can learn an additional At 14th level, you may choose a creature of
effect at 10th, 14th, and 18th levels. whom you have a doll. If you are able to
➢ Bolster. Spend 1 spell point to cast manipulate that doll with your vodou ability,
cure wounds on the creature. you may cast any spell that you have
➢ Commune. Spend 1 spell point to prepared, targeting the creature whose
cast sending on the creature. likeness is represented with that doll.
➢ Enhance. Spend 1 spell point to cast Alternatively, you may spend additional spell
enhance ability on the creature. You points equal to the spell points originally
may choose for the creature not to be spent. If you do so, you may use that creature
aware that you are casting this spell. as your basis of origin for casting the spell,
➢ Injure. Spend 1 spell point to cast and may target anywhere within range of the
inflict wounds on the creature. If the spell as if it is being cast by the creature. Note
creature fails its saving throw, it is that you must either physically see the
unaware of you casting the spell. creature, or be using your eyes and ears
➢ Persuade. Spend 1 spell point to cast ability, in order to see where the spell will
suggestion on the creature. If the take effect.
creature fails its saving throw, it is
unaware of you casting the spell.
Impeccable Likeness
➢ Send Vision. Spend 1 spell point to At 18th level, you need not obtain a physical
cast hypnotic pattern, targeting only sample of the person that you seek to create
the creature. If the creature fails its a doll of, though you still must spend the
saving throw, it is unaware of you standard amount of time and gold to create
casting the spell. the doll.

You may maintain several dolls at once.


While you can create as many dolls as you
have time and gold to produce, you can only
actively use a number equal to your Wisdom
modifier (minimum 1 doll). Each time you

Strahd’s Manual of Shadow | 92


d8 Personality Trait
Coven of Paganism 1 Life is like the seasons: in constant change.
“The river flows on and on, We must change with it.
A never-ending stream; 2 Everything has a purpose, and what will be
As darkness fades before the dawn, is meant to be.
Like waking from a dream. 3 I love comparing people to plants and
animals.
4 I never wear shoes or touch processed
The Yule-log on the fire; metal.
The snow on Gaia's breast, 5 Clouds and winds hold whispers of the
The winter birds soar higher future.
As nature takes her rest. 6 I feel more at home among the trees and
plants than civilization.
But longest night never lasts 7 An offense against unspoiled land is an
Like Summer follows Spring, offense against me.
8 I always have metaphors and parables
And shorter days, now are past,
about nature for any situation.
As is re-born, our king.”

Pagans are witches that draw their power A Note on Paganism and Wicca
from the life force of Mother Nature and The religion of Wicca is growing in
Father Sky. They often live in wilderness, popularity. I do not intend to replicate
away from the taint of civilization. the real-world religions of Wicca or
Paganism in this subclass, but instead
When you join the coven of paganism, or if want to capture the fantasy flair of
you plan on joining the coven of witches that embrace the power of
herbomancy, consider choosing one of the nature. Please do not form any
personality traits below. opinions on actual religions based on
this subclass as it does not seek to truly
represent them.

Strahd’s Manual of Shadow | 93


environment you are in, or the type of natural
Bonus Cantrip occurrences around you.
When you take this coven at 3rd level, you
learn the druidcraft cantrip. You also learn ➢ Arctic or extreme cold. Your AC
the Druidic language. increases by 1 for the next 4 hours or
until the next time you take a short or
long rest, whichever comes first.
Expanded Spell List
➢ Body of water. Your Constitution
Additionally when you take this coven at 3rd
score increases by 2 for the next 4
level, and again at 5th, 7th, and 9th levels,
hours or until the next time you take
you gain access to new spells. These spells
a short or long rest, whichever comes
are considered to always be prepared by you,
first. This cannot boost your ability
and do not count against the number of
score above 20 unless you have some
spells that you can prepare.
other means of doing so.
Witch Coven Spells ➢ Desert, fire, or extreme heat. The
Level next time you make an attack roll, it is
3rd absorb elements, entangle, barkskin, considered critical if you hit.
spike growth ➢ Forest, grassland, or abundant flora.
5th sleet storm, speak with plants You regain 1 hit die.
8th grasping vine, guardian of nature ➢ Full Moon or lunar eclipse. Your
12th tree stride, wrath of nature Wisdom score increases by 2 for the
next 4 hours or until the next time
One with Nature you take a short or long rest,
At 6th level, you have learned how to use the whichever comes first. This cannot
natural environment to reduce the amount of boost your ability score above 20
strain casting spells puts on your body. When unless you have some other means of
you cast a spell that involves cold, fire, doing so.
lightning, thunder, water, or wind, you may ➢ New Moon or solar eclipse. You gain
spend 1 fewer spell points to cast the spell if a Darkvision of 60ft for the next 2
natural phenomenon involving that element hours or until the next time you take
is already in effect within range of the spell. a short or long rest, whichever comes
For example, if you cast lightning bolt in a first. You can see through magical
thunderstorm, you may cast it for 4 spell darkness with this feature.
points at 3rd level instead of the standard 5. ➢ Thunderstorm or high winds. Regain
1d6 spell points.
Druidic Recovery ➢ Stone, mountain, or underground.
Ay 10th level, you have perfected the ability Your Strength score increases by 2
to draw strength from the elements. When for the next 4 hours or until the next
taking a short rest, you may spend ten time you take a short or long rest,
minutes in concentration, as if concentrating whichever comes first. This cannot
on a spell. If you do so, choose one of the boost your ability score above 20
following benefits based on the type of unless you have some other means of
doing so.

Strahd’s Manual of Shadow | 94


unique in that they do not have to be alive,
and if you have at least two levels of witch
when your character dies, you may continue
as a Spiritualist.

When you join the coven of spiritualism, or


if you plan on joining the coven of
spiritualism, consider choosing one of the
personality traits listed at the beginning of the
ghost class.

You gain witch coven powers when reach 3rd


level, and again at 6th, 10th, 14th, and 18th
levels.

Bonus Proficiencies
When you take this coven at 3rd level, you
gain proficiency in Religion, or expertise if
already proficient. You also learn the spare
the dying cantrip.

Natural Fury
When you reach 14th level, you can take
Expanded Spell List
Additionally when you take this coven at 3rd
advantage of natural phenomena to increase
level, and again at 5th, 7th, and 9th levels,
the potency of your spells. When you cast a
you gain access to new spells. These spells
spell that involves cold, fire, lightning,
are considered to always be prepared by you,
thunder, water, or wind, you may reroll a
and do not count against the number of
number of damage dice equal to your
spells that you can prepare.
Wisdom modifier, taking the second result.
You may only do this if a natural
Witch Coven Spells
phenomenon involving that element is Level
already in effect within range of the spell. For 3rd armor of Agathys, detect evil and good,
example, if you cast flaming sphere while a gentle repose, moonbeam
wildfire rages nearby, you may reroll damage 5th animate dead, revivify
dice equal to your Wisdom modifier each 8th banishment, divination
time you roll damage for that spell. 12th danse macabre, raise dead

A Two-Way Road
Coven of Spiritualism At 6th level, when you cast a spell that
Spiritualist witches take their attunement with restores a creature’s hit points, the spell
the forces of life and death to the extreme. works even if the creature is undead. You
They tap into the forces of life and death to may also expend a spell slot to cast a spell
fuel their magic to powerful effect. Witches that deals necrotic damage, but may choose
from the Coven of Spiritualism are also

Strahd’s Manual of Shadow | 95


instead to heal one creature, granting it 1d6
hit points per level of the spell expended.

Command of the Grave


When you reach 10th level, you do not have
to expend material components to cast a spell
that brings someone back to life, unless that
spell is 6th level or higher.

Life Siphon
At 14th level, the energy of death tastes sweet
as nectar to you. Once per turn, when you
damage a creature with a spell, you may gain
temporary hit points equal to the number of
spell points you spent. These temporary hit
points go away if you use this feature again or
after 1 hour.

Afterlife Traveler
At 18th level, life and death are merely two
sides of the same coin, so far as you are
concerned. If you die, your body still exists,
and the most recent damage you took was
not radiant, you may choose to come back to
life one week later.

Coven of Synergy
Witches from the coven of synergy embrace
the life force of the creatures around them.
They try to do so in such a way that is
beneficial for all individuals involved,
building positive energy among multiple
individuals.

When you join the coven of synergy, or if


you plan on joining the coven of synergy,
consider choosing one of the personality
traits from the list below.

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d8 Personality Trait
1 I always enjoy chatting up anyone who will
spare a moment to listen.
Bonus Cantrips
2 Everything will come to pass as it should in When you take this coven at 3rd level, you
its place and time. learn the guidance and message cantrips.
3 Our lot in life is to do good to one another
and spread kindness. Expanded Spell List
4 Be kind to me, and you will be rewarded. Additionally when you take this coven at 3rd
Cross me, and I will destroy you.
level, and again at 5th, 7th, and 9th levels,
5 Good and evil are as changeable as the
weather. It’s all circumstantial. you gain access to new spells. These spells
6 The pack will endure where the lone wolf are considered to always be prepared by you,
perishes. and do not count against the number of
7 I go out of my way to help the spells that you can prepare.
marginalized.
8 I’m always quick to befriend the strongest Witch Coven Spells
fighter in the room. Level
3rd bless, shield of faith, aid, lesser
You gain witch coven powers when reach 3rd restoration
5th life transference, spirit guardians
level, and again at 6th, 10th, 14th, and 18th
8th aura of life, freedom of movement
levels. 12th greater restoration, skill empowerment

Strahd’s Manual of Shadow | 97


feature, an ally that is touching you (or
Synergy of Casting touching another ally that is touching you)
At 6th level, you may ready a spell of first may expend a spell slot instead of infusing
level or higher, and declare that you will cast you with spiritual energy. They choose a spell
it after one of your allies makes a spell or that they have prepared and is of the same
weapon attack against a creature of your level spell slot that they expended. On your
choosing. If an ally triggers your readied turn, you cast that spell at a level equal to the
action, you may give yourself advantage on slot that the original caster expended plus
the attack roll, or give the target creature one per ally touching you (including the
disadvantage on the saving throw. original caster of the spell). You still must
expend spell points to cast this spell as if
casting it at the level that the original caster
Focus Fire
used it.
At 10th level, when you cast a spell that deals
damage to one or more creatures, you may
choose one creature that took damage. The
next time one of your allies attacks that
creature, your ally has advantage on the
attack roll.

Spell Linkage
When you reach 14th level, you have
discovered how to join together life forces in
order to imbue your spells with more power.
One or more allies may choose to use their
actions to infuse you with spiritual energy. To
do so, an ally must be touching you or
touching another ally that is touching you.
On your next turn, you may cast a spell one
level higher per ally that used its action in this
way, though you need only expend the
number of spell points required to cast the
spell at its lowest level.
After using this feature, you cannot use it
again until after completing a short or long
rest.

Arcane Conduit
At 18th level, you have learned how to
channel the magic of others through your
own body. When you use your spell linkage

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Chapter 3: Tragedies Many

E
very adventurer holds secrets and monsters of godlike power and longevity that
experience even before they set foot could be the subject of worship, such as
out the door on their first quest. This ancient liches or vampires.
chapter provides a variety of methods to
customize the backgrounds found in the Adjusted Stats
Player’s Handbook. Each of the backgrounds If the acolyte options in the PH don’t quite fit
in the PH have a small subsection in this your vision of your character’s background,
chapter with additional character options, use these options, instead:
background features, and variants. Further-
more, this chapter provides three original Skill Proficiencies: Intimidation, Religion
backgrounds unique to this publication. Tool Proficiencies: Your choice of a Disguise
Kit, Herbalism Kit, or Poisoner’s Kit
Languages: One of your choice, which can be
Backgrounds Revisited Druidic if your DM allows
What follows is a quick redecoration of the Equipment: A holy symbol (a gift to you
existing backgrounds found in the PH. Some when you entered the cult), a small knife with
of the backgrounds have been grouped ornamental carvings on the hilt and blade, 5
together, such as Charlatan and Entertainer sticks of incense, vestments, a set of common
both reflavored into Fortune Teller, and you clothes, and a belt pouch containing 15 gp
can use the suggested modifications with
either background. Additionally, if you want to hail from a
creepier branch of fringe worshippers, use
Cultist (Acolyte) this feature instead of the Shelter of the
Faithful from the PH.
Acolytes are servants of a particular deity or
divine entity. If you want to play an acolyte
with a bit of an unorthodox or haunted spin, Feature: Cultist
make some of the following adjustments to You command the respect of others who
the background as found in the PH. worship your deity. You and your
adventuring companions can expect to
receive free healing and care at a temple,
Potential Deities shrine, or other established presence
Consider creating an acolyte that worships
dedicated to your deity, though you must
something unusual to most religious
provide any material components needed for
traditions. Perhaps your character worships
spells. Those who share your fervor will
something related to the untamed wilds, like
support you (but only you) at a modest
Mother Nature, or the moon, or shadows, or
lifestyle.
mist. Or maybe your character worships a
As a cultist, average lay people can also tell
morbid ideal such as death or pain. After all,
that something is a little off about you. It’s in
without pain, what is there to measure the
the way you hold yourself; in that strange light
sweetness of life against? Or consider
in your eyes. Common folk will avoid
Strahd’s Manual of Shadow | 99
antagonizing you, giving you more sway in d4 Personality Trait
haggling and bartering. Some may go out of 1 I constantly mutter religious incantations
under my breath.
their way to help you, though few will ever
2 My expression is always unsettled and
risk their lives for you. unsettling, as I’m constantly on the lookout
for angels and demons.
3 I’m sensitive to the positive or negative
energy in a room.
4 I have a way of twisting people’s words
against them.

d4 Ideal
1 Conversion. My religious views are the only
right ones, and eventually everyone will
realize this. (Evil)
2 Destruction. In the name of my deity, I
must destroy that which is impure. (Evil)
3 Reversal. The high must be brought low,
and the marginalized brough high.
(Chaotic)
4 Stability. The common folk want nothing if
not a common life, and I will assist in that
desire. (Lawful)

d4 Bond
1 A demon (or angel) once spared my life,
and I am eternally indebted.
Suggested Characteristics 2 I was to be sacrificed, but a cultist leader
Many of the personality traits, ideals, bonds, instead allowed me a position in their
and flaws found in the PH work well when clergy.
creating haunted or creepy acolytes. 3 Because of a physical deformity, I was
thrown out of town. Only those from my
However, if none of those options suit you,
cult accepted me.
consider rolling on one of these expanded 4 All my life, I’ve known of a great power
tables. Roll a d4 to pick exclusively from waiting to rise. It is my destiny to help it
these tables, or add these tables to the ones spread its wings.
found in the PH, rolling a d12 for personality
traits and a d10 for the other options. d4 Flaw
1 I’ve become enamored of the taste of
humanoid blood.
Also consider consulting the witch subclass 2 Nothing is morally wrong with taking from
personality trait charts for more ideas. those who cannot protect themselves.
3 I cannot for the life of me pass up the
chance to lie for the fun of it.
4 I use my position as a religious figure to
take advantage of people.

Strahd’s Manual of Shadow | 100


feature instead of the False Identity or By
Fortune Teller (Charlatan or Popular Demand from the PH.
Entertainer)
Charlatans glory in conning people out of Feature: Fortune Teller
their hard-earned money. Many of them Because commoners view you with a sort of
engage in scams such as cheating at dice or superstitious awe, they will typically treat you
pickpocketing passersby. Entertainers travel with respect. Additionally, while in a town
from town to town, regaling taverns with their you can always make enough money or earn
stories and songs. However, some charlatans enough favors to maintain a comfortable
and entertainers run scam performances of a lifestyle. Finally, if you spend at least one full
more mystical nature. day in a town, you can tell fortunes that
contain specific references to the town and
Favorite Schemes the nearby area, in order to bolster the
While true diviners and mediums certainly legitimacy of your reading.
exist in the world, some performers will pose
as soothsayers in order to get a few easy gold Suggested Characteristics
coins. If you want to play such a character, Many of the personality traits, ideals, bonds,
choose a favorite scam or performing and flaws found in the PH - especially those
routine. You can also roll on the table below. under the entertainer background - work well
when creating a fortune-teller. However, if
d4 Scam none of those options suit you, consider
1 Crystal ball rolling on one of these expanded tables. Roll
2 Tarot cards a d4 to pick exclusively from these tables, or
3 Palm reading
4 Mediumism
add these tables to any of the ones found in
the PH, rolling a d12 for personality traits
and a d10 for the
Adjusted Stats other
If the charlatan or entertainer options in the
options.
PH don’t quite fit your vision of your
character’s background, use these options,
instead:

Skill Proficiencies: Deception, Insight


Tool Proficiencies: Disguise kit, forgery kit
Equipment: A set of fine clothes, a disguise
kit, props of the con of your choice (for
example, a smoky crystal ball, a set of tarot
cards, or smelling salts), a block of incense,
and a belt pouch containing 15 gp

Additionally, if you want to play this sort


of charlatan or entertainer, use this

Strahd’s Manual of Shadow | 101


d4 Personality Trait presence. Whether a mafia boss or a shrewd
1 I always seek to instill in others a sense of merchant or a conniving politician, a
self-importance.
character with this background knows how to
2 I have convinced myself that I really do see
visions of the future. bend others to their will.
3 Everything has a purpose, and everything
can be seen as an omen. Extensive Influence
4 I store up details about people so that I can
falsify prophetic visions about them. When playing this variant of criminal or
noble, think about the nature of your
d4 Ideal malevolent influence. Choose an occupation
1 Truth. I try to reveal to people how they or roll on the table below to determine how
can become their best selves. (Good) you exert power over others.
2 Deceit. There’s nothing I love more than
giving someone false hope. (Evil) d4 Specialty
3 Reputation. I will become the most famous 1 Shady Noble
soothsayer of them all; I have foreseen it. 2 Brutish Merchant
(Any) 3 Charismatic Crime Lord
4 Chaos. It’s fun to confound people’s 4 Corrupt Guard
expectations. (Chaotic)

d4 Bond Adjusted Stats


1 A traveling fortune teller once told me that If you want to play this sort of character, use
I would follow in their footsteps. the following stats instead of the stats for the
2 I was contacted by a reclusive mage who criminal or noble found in the PH:
informed me that I was destined to be their
apprentice.
3 My parents always told me to master my Skill Proficiencies: Insight, Persuasion
own fate. Why not master everyone else’s, Tool Proficiencies: One type of gaming set
too? Languages: Any 1 language, which can
4 My props were gifted to me by a valuable include Thieves’ Cant if your DM permits
mentor, and they are my life.
Equipment: A set of fine clothes which can
d4 Flaw
include a hood, a signet ring, a lantern, and a
1 I am resigned to my mediocre fate; nothing purse containing 25 gp
can change it.
2 I always take the most unpredictable course Additionally, if you want to play this sort of
of action. charlatan or entertainer, use this feature
3 Whenever I see a chance to fulfill a self-
imposed prophecy, whether good or ill, I instead of the Criminal Contact or Position
take it. of Privilege from the PH.
4 I cannot stop trying to impose my vision of
the future on others.
Feature: Dealing in Favors
Whenever you visit a town of substantial size,
Crime Boss (Criminal or Noble) you can blend into the slums and the
Criminals and nobles come in all types, but glamorous areas of town with equal ease. If
this reimagined background focuses on the you spend one full day in the town, you learn
charismatic, suave individual that imposes his the town’s general gossip as well as a rough
or her will upon others by sheer force of understanding of its power dynamic. You can

Strahd’s Manual of Shadow | 102


secure the audience of a local noble or crime use this one instead. However, note that the
boss if you need to. Wanderer feature fits a huntsman’s skill set
very well.
Suggested Characteristics
The personality traits and characteristics of Feature: Cloak of Nature
the criminal and noble in the PH both fit this You have an excellent memory for maps and
type of character very well. When designing geography, and you can always recall the
your mafia-esque character, consider mixing general layout of terrain, settlements, and
and matching the personality traits, ideals, other features around you. In addition, you
bonds, and flaws of the two backgrounds to can attempt to take the hide action when only
create a new blend unique to your lightly obscured by natural phenomena such
personality. as leaves or mist.

Huntsman (Folk Hero or Suggested Characteristics


The personality traits and characteristics of
Outlander) the outlander and folk hero in the PH both
In the PH, both folk heroes and outlanders fit this type of character very well. When
tend to do well in the wilderness. These designing your huntsman character, consider
adjustments to the background allow you to mixing and matching the personality traits,
play a character specifically focused on ideals, bonds, and flaws of the two
hunting monstrous prey, or dangerous backgrounds to create a new blend unique to
humanoids. Both the folk hero and your personality.
outlander already have plenty of flavor
options to this end, but if you want to use
different stats, use the suggestions below.

Adjusted Stats
Use the following stat adjustments instead
of the ones granted you by the
typical folk hero or outlander
backgrounds:

Skill Proficiencies: Stealth, Survival


Tool Proficiencies: Vehicles (land)
Languages: One of your choice,
which can include Druidic or
Thieves’ Cant if the DM allows
Equipment: A staff, a hunting trap,
a shovel, a pot, 10ft of string, and a belt
pouch containing 5 gp

If you do not want to use the Rustic


Hospitality or Wanderer features,

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of which are in Xanathar’s Guide to
Charms Crafter (Guild Artisan) Everything) and give the trinket similar effects
Some artisans possess the innate ability to that your DM agrees upon. Alternatively, you
craft trinkets that attain a sort of superstitious and your DM can determine a cantrip that
luck (or lack thereof). If you want to play a the trinket can cast one or more times.
guild artisan that has the knack for creating The magical effects that this ability generates
such crafts, consider using the following should not be very powerful. For example, a
options instead of the ones found in the PH. decorative candle might always burn blue
once lit instead of burning yellow-orange, but
Sculptor of Superstition this statistically does not change the
Consider what sort of items you specialize in mechanics of the candle.
making. Do you make lucky rabbits’ feet, or
braided unicorn hair bracelets, or perhaps
dream catchers? Do you specialize in a single
craft or are you well-versed in a wide variety
of trinkets? Finally, does your personality or
your persona as a merchant reflect the sort of
goods you sell?

Adjusted Stats
If you want to play a charms crafter instead of
a typical guild artisan, use the following stat Suggested Characteristics
adjustments: Many of the personality traits, ideals, bonds,
and flaws found in the PH work well when
Skill Proficiencies: Arcana, Persuasion creating a charms crafter. However, if none
Tool Proficiencies: Two types of artisan’s of those options suit you, consider rolling on
tools one of these expanded tables. Roll a d4 to
Equipment: A set of artisan’s tools (one of pick exclusively from these tables, or add
your choice), a set of traveler’s clothes, three these tables to the ones found in the PH,
trinkets (see PH 160-161 for inspiration), and rolling a d12 for personality traits and a d10
a pouch containing 15 gp for the other options.

Additionally, use the following feature instead d4 Personality Trait


of Guild Membership. 1 The more obscure a superstition, the more
interested I am in tapping into it.
2 I constantly wear various pendants,
Feature: Charm Crafting brooches, and bracelets to ward off evil of
As an artisan with a knack for creating all types.
superstitiously influential trinkets, you have 3 I legitimately believe that the charms I
the ability to create faintly magical items. make will help people lead happier lives.
4 I enjoy talking up my craft, though it’s
After spending two days worth of downtime almost all just fluff.
crafting a trinket, you may choose to expend
20 gp’s worth of resources. If you do so, you
may choose one common magic item (many

Strahd’s Manual of Shadow | 104


d4 Ideal are able to commune with someone that
1 Compassion. I try to instill in my customers nobody else can see.
a sense of safety and peace. (Good)
2 Experimentation. I want to discover the
secret to creating powerful charms. (Any) Otherworldly Voices
3 Preservation. It is only through wards and Any medium is unique in that he or she can
charms that we can escape negative energy.
hear, and often communicate with, a spirit
(Any)
4 Manipulation. If I can convince a buyer that from another world. What sort of being does
they need me to protect them, I can control your character commune with? How did they
them. (Evil) first contact the spirit, or how were they first
contacted? What sort of relationship does
d4 Bond your character have with this being?
1 I’m part of a small, eclectic guild that gave
me the courage to try my craft.
2 A grandparent gave me a family heirloom To determine the answers to these questions,
with strange abilities. This led me to pursue feel free to use the following tables to help
an understanding of charms. generate ideas.
3 I want to figure out how to make a trinket
worthy of my lover. So far, they have all
fallen short. Spirit’s Identity
4 The crafter I apprenticed under is as dear d4 Type of Spirit
to me as my own parents. 1 Dead ancestor or mentor
2 Celestial being
d4 Flaw 3 Demon or devil
1 I can’t stop thinking about how to use my 4 Beholder
trinkets for personal gain. 5 Eldritch horror
2 If I had my way, I would eliminate all 6 None; it’s a delusion
potential competition.
3 Sometimes I’ll swindle someone by giving Relationship with Spirit
them an ordinary, unmagical charm for d4 Relationship
some easy money. 1 Amicable or friendly
4 I secretly believe that all other craftsmen 2 Annoyed or distant
and artisans are beneath me and other 3 Hostile or aggressive
arcane tinkerers. 4 Romantic

Medium (Hermit or Sage) Adjusted Stats


Hermits and sages always pursue knowledge, If you want to play a hermit or sage character
often by incorporating extreme methods of as a medium, use the following stat
research. Some of these individuals become adjustments:
spiritualists that seek information by tapping
into the supernatural. Spiritualists that Skill Proficiencies: Arcana, Religion
commune with otherworldly beings regularly Tool Proficiencies: Herbalism Kit
and display great power as a result might be Languages: One of your choice, which can
called clerics or witches or warlocks, or even include Druidic if your DM allows
sorcerers. Others, whether or not they aspire Equipment: A bottle of black ink, a quill, a
to greater levels of mastery over their abilities, small knife, 5 sticks of incense, a set of
would simply be called mediums: people that common clothes, and a pouch containing 10
gp

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d4 Ideal
Additionally, use the following feature instead 1 Communication. Everyone has a unique
story, and we can only understand one
of the Discovery or Researcher features. another when we know where we are
coming from. (Good)
2 Power. With the wisdom of my spirit, I will
Feature: Commune be unstoppable. (Evil)
You can communicate with a single spirit and 3 Reason. The more I know, the more I can
ask it questions. With some degree of understand. My spirit helps me make
reliability, if you are in a quiet area and can informed decisions. (Lawful)
concentrate on the conversation, the spirit 4 Obedience. My spirit’s will is my
command. (Chaotic)
will answer your questions and offer you
guidance. Any advice that the spirit gives you
d4 Bond
comes from the spirit’s biased perspective, 1 I’m grateful to my spirit for finding and
and as such may not be objectively the best choosing me.
solution to a situation. 2 Another medium connected me with my
spirit, and I must somehow repay this favor.
3 I encountered my spirit in a graveyard or
If you spend an hour communing in this way, other holy place, and feel spiritually whole
you gain some general insights into your when physically there.
surrounding area. 4 I hope that one day I can meet my spirit
companion in the flesh.

Suggested Characteristics d4 Flaw


Many of the personality traits, ideals, bonds, 1 When I most need to focus, I often hear
and flaws of the hermit and sage found in the my spirit screaming in my head.
2 I cannot make a single decision without first
PH work well when creating a medium. consulting my spirit.
However, if none of those options suit you, 3 I’m terrified that one day my spirit
consider rolling on one of these expanded companion will leave me.
tables. Roll a d4 to pick exclusively from 4 If my spirit tells me to go against the party, I
these tables, or add these tables to the ones will do it in a heartbeat.
found in the PH, rolling a d12 for personality
traits and a d10 for the other options. Also
consider the personality trait table found in
the witch coven of spiritualism.

d4 Personality Trait
1 I’m constantly chatting with my spirit
companion, and sometimes forget that
nobody else can see it.
2 I’m always on the lookout for signs that
someone else is a medium.
3 Whenever I can, I burn incense while I
sleep, because my spirit likes the aroma.
4 I will never part with the trinket or gimmick
that I believe connected me with my spirit.

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Languages: Deep Speech, or one language of
your choice
Equipment: A belaying pin (club), 50ft of silk
rope, a small charm such as a mummified
octopus tentacle, a set of common clothes,
and a belt pouch containing 10 gp.

Furthermore, use the feature below instead


of the Ship’s Passage or Bad Reputation
features in the PH.

Feature: Dread Whispers


Because of the quiet yet feared reputation of
the dreadsworn, whenever you are in a city or
town that is connected to a river or body of
Dreadsworn (sailor) water, you can secure free room and board at
Anyone who lives near a port city has heard a local tavern for yourself and your traveling
of fishermen’s tales and how they are wont to companions. If you make your affiliation
distort the truth of a situation. However, known, dock workers will go out of their way
sailors know that strange things slink through to serve you, though they will not risk their
the seas, and some fishy tales have more lives for you.
truth to them than many would believe.
Some sailors are even haunted with dreams,
Suggested Characteristics
premonitions, and visions of a great, kraken-
Because the dreadsworn background is based
like god that lurks beneath the depths. These
directly on the sailor background in the PH,
sailors often decide to serve this mysterious
but shares many characteristics with the
god rather than incur its wrath. cultist and medium reflavorings found in this
chapter, consider using some of the
Cult-like Fervor
Sailors devoted to the kraken-god often
develop a zealous, cult-like mindset that they
share with other like-minded seafarers. The
zeal of these “converts” is so infectious that it
will often spread throughout an entire ship’s
crew. When using this background, consider
how devout your character is.

Adjusted Stats
If you want to create a dreadsworn sailor, use
the following stat modifications:

Skill Proficiencies: Perception, Religion


Tool Proficiencies: Vehicles (water)

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personality traits, ideals, bonds, and flaws
from the cultist or medium characteristic Adjusted Stats
tables. Also consider the personality trait If you want to play a haunted soldier, use the
table found in the witch coven of spiritualism. following stats instead of the standard ones:

Haunted (Soldier) Skill Proficiencies: Athletics, Perception,


Stealth
A soldier’s life is one filled with horrors, and
Tool Proficiencies: One type of gaming set
sometimes a foe is just too terrifying.
Languages: Thieves’ Cant or any one
Haunted soldiers are no strangers to combat,
language of your choice
but they have snapped and given in to their
Equipment: An expired insignia of rank, a
fears. Whether a green recruit or a washed-
rusted weapon, a set of bone dice or a deck
up veteran, your character has seen one
of cards, a set of common clothes, and a
battle too many, and has been branded a
pouch containing 10 gp
coward by society.
Additionally, use the following feature instead
Post-Traumatic Stress of the Military Rank feature found in the PH.
Something drove your character to
cowardice, something so dreadful that not
even a trained soldier could stand and fight.
Feature: Shamed Reputation
Because your name is known regionally as
What was your character’s defining event that
that of a coward, you have developed a
led to a legacy of shame? Work with your
handful of aliases that you use to try to avoid
DM to figure out what caused your character
public shaming. If anyone learns your true
to snap. If you wish, choose one of the
identity, you are heckled and ridiculed, and
following options or roll to decide:
merchants and shopkeepers will charge extra
d8 Cause of Cowardice for their goods.
1 Overwhelming numbers against you
2 A dragon or some other enormous foe
3 The malevolent presence of a vampire, lich, Note: A Challenge for Experienced Role-
or the like Players
4 A beholder’s or eldritch horror’s unsettling Obviously, the Shamed Reputation
presence feature has no positive or redemptive
5 Hordes of undead (zombies, skeletons,
etc.) quality. This is in part to compensate for
6 Celestials, infernals, or similar planar this background providing a character
creatures with one more skill than is typical. It
7 The death of a loved one at the hands of a
should also be noted, however, that an
foe
8 The blood you saw on your sword after inexperienced or first-time player would
your first kill likely be easily frustrated playing this
background and should be cautioned to
As you roleplay your character, remember consider other backgrounds instead of
that he or she would try to avoid at all costs a this one.
situation that might force them to face such a
creature.

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d4 Bond
Suggested Characteristics 1 A brave soldier saved me from dire straits. I
Many of the personality traits, ideals, bonds, wish I could return the favor.
and flaws found in the soldier background in 2 I love my hometown, but because of my
the PH work well when creating a haunted cowardice I am constantly shunned.
3 I still have a few close friends, and like to
character. However, if none of those options think that I would do anything for them.
suit you, consider rolling on one of these 4 Without my dignity, the only thing I have
expanded tables. Roll a d4 to pick exclusively left is my travel sack and the world ahead.
from these tables, or add these tables to the
ones found in the PH, rolling a d12 for d4 Flaw
1 I will not willingly endanger myself.
personality traits and a d10 for the other 2 I’d rather save my own hide than try to
options. protect my loved ones.
3 I’ll do anything for a little gold or a warm
d4 Personality Trait bed.
1 I often chew or pick at my fingernails, and 4 I’m easily manipulated, especially if
prefer to let others do the talking. someone tells me that I am brave.
2 Whenever possible, I avoid social
confrontations.
3 I always sit with my back to the wall and my Whisperer (Urchin)
eyes on the nearest escape route. Some individuals are blessed with the ability
4 I talk a big game to hide the fact that I’m
truly a coward. to naturally gain the trust of beasts and
vermin. For some reason, these people are
d4 Ideal often the marginalized and outcasts of
1 Self-Preservation. I will do whatever it takes society. If you want to play an urchin that has
to stay alive. (Chaotic) this uncanny way with creatures, consider
2 Redemption. I must prove to the world and
to myself that I am not a coward. (Good)
playing the whisperer variant of urchin.
3 Unconcern. I tried to be brave, and I failed.
Others can do the fighting from now on. Adjusted Stats
(Any) Use these stats, instead of the ones found in
4 Glory. I like a plan that takes little effort
and grants me significant reward. (Evil) the PH, if you want to play an urchin that has
a knack with communicating with nature:

Skill Proficiencies: Animal Handling, Stealth


Tool Proficiencies: Thieves’ Tools
Languages: Druidic, Thieves’ Cant, or one
language of your choice
Equipment: A small knife, two pet mice or
small birds or large insects, a token to
remember your parents by, a set of common
clothes, and a pouch containing 10 gp

In addition, use the feature below instead of


the City Secrets feature.

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Feature: Little Birds Brewers can take up residence in a wide
When you are in a city or town, you can variety of locations. Some may be reclusive,
study birds, rats, and other denizens of the living hermit lifestyles in the woods or caves.
area to learn general information about Others live in villages or cities and earn
where crowds are; what areas are dangerous; substantial income for their craft. When
and where you might find food. designing a character with a brewer
When you are in nature, you can likewise background, consider rolling on the table
learn where water and food can be found as below or using it to choose a demographic
well as where predators tend to hunt. location that your character comes from.

d6 Profession
Suggested Characteristics 1 Healer in metropolitan temple
Many of the personality traits, ideals, bonds, 2 Doctor in large city
and flaws of the urchin found in the PH work 3 Herbalist in a town or village
well when creating a whisperer. However, if 4 Hermit in a natural environment
5 Servant to a royal or important family
none of those options suit you, consider 6 Medic for a military base or camp
using the characteristics of the criminal, folk
hero, or outlander in the PH to create a Feel free to come up with a different situation
more unique take on an urchin character. that your character hails from, but consider
how this sort of situation would affect your
character’s personality, goals, and priorities.
Original Backgrounds
The following three backgrounds are unique
Stats
to this publication. Brewers are experienced
Use the following stats when creating your
herbalists that have the ability to create
brewer character.
potions and poisons. Freaks often travel in
menageries and show off their exotic
Skill Proficiencies: Nature, Survival
appearance for a little easy coin, but have
Tool Proficiencies: Herbalism kit, Poisoner’s
difficult or nonexistent social lives outside of
Kit
their troupe. Lastly, Shadowfell travelers are
Equipment: Walking staff, herbalism kit, 2d4
individuals who have escaped the Shadowfell
+ 1 ingredients from the brewer’s common
and sought refuge on the material plane…
ingredients table, cauldron, common clothes,
though they might not have been the only
10 gp
ones to escape that fell plane when they
came.
Feature: Potions and Poisons
You can brew potions and poisons, abiding
Brewer by the rules for potions and poisons found in
Brewers are individuals that are skilled at the Chapter 7: The Witch’s Brewery.
mixing of ingredients to make potent For a list of ingredients and their effects,
concoctions, poisons, and potions. They go consult the Ingredients tables in Chapter 7.
beyond the standard art of brewing alcoholic Based on your campaign setting, you can also
beverages, instead focusing on more obscure work with your DM to create additional
brews with unique and rare ingredients. ingredients and their effects.

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d6 Bond
1 My life’s work is my one goal, and I will
Suggested Characteristics pursue it at all costs.
When determining your brewer character’s 2 I’m obsessed with folklore and superstitions
personality, ideals, bonds, and flaws, feel free concerning trinkets.
3 I have (or had) a mentor who imparted
to roll on the table below or select traits that upon me the importance of using my
you feel reflects your character. Note that talents.
there is some overlap in these personality 4 The tavern or bar at my childhood village
traits and the personality traits of the will always be my true home.
5 My favorite haunt is the woodland in which
herbomancy coven of the witch class, as they I grew up and first gathered ingredients to
both have similar characteristics. brew.
6 A loved one is chronically ill, and I want to
d8 Personality Trait determine how to heal them.
1 I’m something of a hoarder. You never
know when something might come in d6 Flaw
handy. 1 I can’t resist drinking any liquid I come in
2 There’s nothing I love more than a good contact with.
recipe book, and sometimes I read fiction 2 I’m easily distracted by the promise of
for ideas. strange consumable ingredients.
3 I believe that the best potion is laughter, 3 I’ll willingly try new concoctions even if I
and I try to medicate anyone I can with this have no idea what will happen as a result.
quality. 4 I’m terrified of experimenting with new
4 I’m not easily excitable, but I’ll nurse a ingredients after what happened last time.
grudge until the day my adversary dies by 5 It’s too tempting to overcharge
my hand. unsuspecting buyers when I sell my potions.
5 I eat small meals frequently. You’ll never 6 I can’t help but spike my potions with a few
catch me without a snack. negative consequences.
6 People don’t understand that my talk of
cutting them up and feeding them to their
friends is just my sense of humor.
7 I’m never sure whether I’m drunk, stoned,
or sober, but it’s usually a combination of
the former two.
8 I love talking with cooks, brewers, and the
like to learn more of their techniques.

d6 Ideal
1 Creativity. The more unorthodox the
concoction, the better! (Chaotic)
2 Aspiration. I aim to be the greatest brewer
the world has ever seen. (Any)
3 Justice. Giving a greedy noble dysentery is
no more than they deserve. (Lawful)
4 Revenge. I will destroy those who wronged
me, but only through a slow and painful
death. (Evil)
5 Altruism. I’ve been given a gift, and I must
use it to help those who I can. (Good)
6 Discovery. I want to discover the cure to
some incurable illness. (Any)

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d20 Physical Abnormality
Freak 1 Strange color skin
You’re one of the undesirables. Plain and 2 Excessive hair
simple, there’s something different about 3 No hair
4 Both sets of genitalia or androgynous
you, and it makes people avoid you. Perhaps appearance
it’s a misshapen face, extra limbs, discolored 5 One or more extra limbs
skin, or an unusual stature; whatever your 6 Fewer limbs
physical appearance, you’re branded by 7 Unnaturally short
8 Unnaturally tall
society as “different”. However, at one point 9 Extra eyes, noses, etc.
a select group of individuals accepted you 10 No eyes, nose, etc.
and welcomed you into their company, 11 Growth of unknown substance, such as
Elephantiasis
allowing you a period of time with a self- 12 Disproportioned head
made family. Together, you found strength in 13 Contortionist/acrobat
your odd physical appearances. 14 Half-animal
15 Sword-swallowing/fire-breathing
When creating a freak character, consider 16 Face in unconventional location
whether you are still a member of a 17 Conjoined twins
menagerie, or if you have parted ways with 18 Excessive tattoos
your group. Or perhaps you have yet to find 19 Webbed digits
20 Ringleader/Associate with any of the above
your group. Whatever the case, you should
also consider your physical abnormality.
Come up with a creative and obvious physical Stats
Use the following stats when creating your
trait that sets you apart from the norm for
freak character.
your race, or roll on the table to help
generate ideas.
Skill Proficiencies: Intimidation,
Performance
Tool Proficiencies: Disguise Kit
Languages: Thieves’ Cant or any 1 language
of your choice
Equipment: Disguise kit, costume, small pet
(such as a mouse or chickadee), letter of
introduction from troupe, common clothes
with hood, 10 gp

Feature: Outcasts of Society


As an outcast, you’re used to a life of hard
and fast rejections. However, if your time in
the troupe taught you anything, it’s that
nobody takes care of a freak like another
freak. In any urban or suburban setting, you
can root out the dwelling place of other social
outcasts. They will provide food and lodgings
for you and your friends, but will not risk
their lives or livelihoods for you.

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d6 Bond
Suggested Characteristics
1 I want to be famous, whatever it takes.
When determining your freak character’s 2 I idolize a hero of the old tales and measure
personality, ideals, bonds, and flaws, feel free my deeds against that person's.
to roll on the table below or select traits that 3 I would do anything for members of my old
you feel reflects your character. Note that troupe.
4 A parent or mentor accepted me despite
there is some overlap in these characteristics my physical imperfections, and assured me
and those of the entertainer background, as that I have a place in this world.
they both have similar characteristics. Of 5 I have a lover who assures me it’s for my
personality, not for my money.
course, you should not feel constricted by 6 I feel a deep affinity for my childhood
these options, but use them as inspiration to town, even if they don’t miss me.
create the sort of character that you want to
play. d6 Flaw
1 I can’t for the life of me trust anyone. I’ve
d8 Personality Trait
been hurt too many times.
2 I frequent brothels, and convince myself
1 I have an impeccable and disarming sense
of humor. that they want me and not my gold.
3 I have trouble keeping my true feelings
2 I scarcely talk, instead just keeping an eye
hidden. My sharp tongue often lands me in
out for danger.
3 I embrace my strange appearance and use it trouble. I’ll do anything to win fame and
to unnerve and threaten people. renown.
4 I make up for my abnormalities with a 4 I’m a sucker for a pretty face.
brilliant intellect. 5 I once satirized a noble who still wants my
5 I try to live my life as if my unusual head. It was a mistake that I will likely
appearance is a nonissue. repeat.
6 I get bitter if I’m not the center of attention. 6 I can’t for the life of me trust anyone. I’ve
7 I’m a hopeless romantic, always looking for been hurt too many times.
that special someone.
8 I love a good insult, even if it’s directed at
me. Shadowfell Traveler
You were born in the Shadowfell, or else you
d6 Ideal have spent most of your life there. This has
1 Beauty. When I perform, I make the world
better than it was. (Good) haunted you and shaped you in terrifying
2 Fun. If I can make people laugh, then I ways that you still have trouble reconciling.
achieved something important. (Good) However, you have escaped the Shadowfell
3 Creativity. The world is in need of new and are now living on the Material Plane.
ideas and bold action. (Chaotic)
Fitting into society is far from easy, but at
4 Greed. I'm only in it for the money and
fame. (Evil) least you don’t have to fight for your life
5 People. I like seeing the smiles on people's every second.
faces when I perform. That's all that
matters. (Neutral) When creating a Shadowfell traveler,
6 Attention. I need someone’s approval, even
if it’s the assurance that I’m great at being consider how your character managed to
ugly. (Any) escape the Shadowfell. Did your character
stumble across a portal by chance, or go on a
quest to find one? Perhaps your character
convinced someone to planeshift him or her

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to the Material Plane in exchange for some d8 Personality Trait
sort of favor, or else your character had to 1 I f-frequently st-stutter as a result of th-the
horrors I’ve s-s-seen.
steal a scroll of planeshifting from a vampire
2 I elect to speak softly and stab quickly.
or overlord. Preemptive killings are the safest means of
self-defense.
Stats 3 I talk big game and laugh loudly. If I
present myself as a carefree partier, perhaps
Use the following stats when taking the I can convince myself.
Shadowfell traveler background: 4 Words are wind. I only trust those who
prove themselves by their actions.
5 I’m always talking to spirits in my head;
Skill Proficiencies: Stealth, Survival sometimes I forget and start talking out
Tools: One type of artisan’s tools (your loud.
choice which type) 6 I’ve seen unspeakable horrors; nothing on
this plane of existence can faze me after
Languages: Thieves’ cant or any one language that.
of your choice 7 Drinking and carousing are a good
Equipment: Walking stick, broken/rusted distraction from my nightmares.
weapon, iron pot, dark common clothes with 8 I always sleep sitting, with my back to a wall.
hood, lantern, 5 gp
d6 Ideal
1 Safety. I will do whatever it takes to protect
Feature: Shadowfell Step myself. (Neutral)
Because of your time spent in mists and 2 Power. I’ve been powerless before, and will
never let it happen again. (Any)
shadows, now that you are on the Material 3 Greater Good. I must use knowledge of
Plane you possess some of the energy of the what I have seen to protect others from
Shadowfell within you. similar threats. (Good)
You may cast misty step at its lowest level. 4 Greed. The Shadow can consume anyone
Once you do so, you cannot use this feature else so long as I am safe and comfortable.
(Evil)
again until after you complete a short or long 5 Family. Those who look out for me are
rest. those worth fighting for. (Lawful)
6 Strength. In a dark and cruel world, the
strong must prey on the weak. (Chaotic)
Suggested Characteristics
When determining your shadowfell traveler d6 Bond
character’s personality, ideals, bonds, and 1 I always keep all my earthly possessions on
flaws, feel free to roll on the table below or my back or in my pockets.
2 I left behind a loved one when I came to
select traits that you feel reflects your the Material Plane. I must find a way to
character. Of course, you should not feel rescue them.
constricted by these options, but use them as 3 I keep having dreams about someone that I
inspiration to create the sort of character that have never met, yet I know will be
important to me.
you want to play. 4 I have a close friend who escaped the
Shadowfell with me. This friend is the one
person I might be willing to die for.
5 I possess a family heirloom that keeps me
in touch with reality.
6 I lived in the Material Plane when I was a
young child. I want to find my childhood
abode again.

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d6 Flaw
1 Now that I’m in the Material Plane, I’ve
developed a craving for its carnal pleasures.
2 I will never trust anyone I meet, not even
myself.
3 I’m a coward. I’ll run from any fight I’m not
certain that I can win.
4 It’s not stealing if I need it more than
someone else.
5 I harbor dark, bloodthirsty thoughts that I
cannot quell no matter how hard I try.
6 I really enjoy killing people in cold blood.

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Strahd’s Manual of Shadow | 116
Chapter 4: Frightening Feats

F
rightening feats help you further
customize your character. Many of You can move stealthily at a normal pace.
them focus on freakish or haunted
circumstances, such as sensing ghosts or
befriending jack-o-lanterns.
Mist Rider
Prerequisite: can cast a spell
If you are lightly or heavily obscured by mist,
Brewer you may use your bonus action to teleport to
Increase your Wisdom score by 1, to a an unoccupied space that is also lightly or
maximum of 20. heavily obscured by mist that connects to
your original location, to a maximum of 1
You can brew potions and poisons, abiding mile.
by the rules for potions and poisons found in Once you do so, you cannot use this feature
Chapter 7: The Witch’s Brewery. again until you complete a short or long rest.
For a list of ingredients and their effects,
consult the Ingredients tables in Chapter 7.
Based on your campaign setting, you can also
Necromantic Manipulation
work with your DM to create additional Prerequisite: The ability to cast spells
ingredients and their effects. When you cast a spell that restores a
creature’s hit points, the spell works even if
the creature is undead.
Ghost Fighter You may also expend a spell slot to cast a
Increase your Wisdom score by 1, to a spell that deals necrotic damage, but may
maximum of 20. choose instead to heal one creature, granting
it 1d6 hit points per level of the spell
When you fight an undead creature, you expended.
ignore its resistance or immunity to
bludgeoning, piercing, and slashing damage.
One-Time Pact
Additionally, if an undead creature is Increase your Charisma score by 1, to a
invisible, you have advantage on perception maximum of 20.
checks made to spot it.
You learn one Warlock cantrip and one
Warlock spell of 1st level, which you can cast
Lurker once, regaining the ability to cast it after a
Increase your Dexterity score by 1, to a long rest.
maximum of 20.
You also learn one Warlock invocation of
If you are lightly obscured by natural your choice, so long as it has no
phenomena, you can attempt the Hide prerequisites.
action.

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Additionally, whenever a vampire moves
Pumpkin Friend within 5ft of you or leaves your melee attack
If you do not know the find familiar spell, reach, you can make an opportunity attack
you learn it. against it, even if it took the disengage action.
If you hit a vampire with an opportunity
When you cast find familiar, you can attack, its speed is reduced to 0 until the end
summon a jack o’lantern with the stats from of its turn.
the Harvester subclass of Pumpkin Lord.

Additionally, you learn the thorn whip Werewolf Slayer


cantrip. Prerequisite: Strength or Wisdom score of 13
or higher
You have advantage on insight, perception,
Synergist or survival checks made to recognize whether
Increase your Wisdom score by 1, to a a creature is a werewolf, as well as identifying
maximum of 20. tracks left by one.

When you use the Help action, you can help Additionally, if you hit a werewolf with a
an ally that is up to 60ft. away from you. silvered weapon, roll damage twice and use
Alternatively, you can use the Help action as either total.
a bonus action if you are adjacent to the
creature that you are helping.

Undead’s Bane
You have advantage on perception and
insight checks when trying to recognize
disguised undead.

Additionally, when you kill an undead


creature, you can make one weapon or spell
attack roll as a free action before the end of
the current turn. You cannot benefit from
this feat more than twice per turn.

Vampire Hunter
Prerequisite: Intelligence or Wisdom score
of 13 or higher
You have advantage on insight and
perception checks made to recognize
whether a creature is a vampire or is acting
under the charm of a vampire.

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Chapter 5: Treasure from the Vampire’s Vault

Y
ou see now what may lurk Padded Cloak
in the shadows. In order to Category: Shield
be properly equipped for Armor Class: 10 + your Dex modifier
your ventures into darkness, you Cost: 40 gp
will need sturdy, infallible Weight: 5 lb.
equipment. What follows are
You can wear a padded cloak even if you are
some of my favorite adventuring
already wearing other armor, but to use it you
items, which you may use on
must wrap it about one arm and hold its end
your quests. in your hand. You must have at least one free
hand to be able to do this. It grants you
This chapter contains new mundane and resistance to all nonmagical piercing melee
magical armor, weapons, and equipment that damage when used in this fashion.
you can seek to buy as a player or offer to
your players as a DM. None of these items
must be included in any campaign, but can Pagan Hide
Category: Medium Armor
add fun flavor to an adventure, especially if
Armor Class: 13 + your Dex modifier (max
you are using any of the classes or races
2)
presented in this book.
Cost: 200 gp
Weight: 15 lb.
The chapter is organized first with new armor
and weapon options.. Items within each
While wearing this armor, you deal +1
category are presented alphabetically. Then
damage whenever you hit with a damage-
there is a short but comprehensive list of
dealing Druid cantrip.
Halloween or horror-themed magic items to
spice up your campaign.
Vampiric Breastplate
Brewing ingredients for potions and poisons Category: Medium armor
are in the next chapter, the Witch’s Armor Class: 14 + your Dex modifier (max
Cauldron. 2) + your Cha modifier
Cost: 7500 gp
Weight: 20 lb.
Armor
Here are a few unique armor options. Each Vampiric Leather
of these options available are presented Category: Light armor
alphabetically, and they are more powerful Armor Class: 12 + your Dex modifier + your
than typical armor. Your DM might want to Cha modifier
treat them as magic items. Cost: 3000 gp
Weight: 10 lb.

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Vampiric Plate
Category: Heavy armor
Armor Class: 18 + your Cha modifier
Cost: 15,000 gp
Weight: 40 lb.

If your Str is 14 or lower, your speed is


reduced by 10ft.

You have disadvantage on Stealth checks


while wearing this armor.

Weapons
Here are a few new weapons that may come
in handy on your journeys through dark
haunts.

A character can learn how to use an exotic


weapon proficiently after one month of
downtime in training.

Chain Whip
Category: Exotic weapon
Damage: 1d8 bludgeoning
Properties: Heavy, reach
Cost: 30 gp
Weight: 6 lb.

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You can attempt to trip or grapple a target
with this weapon, instead of dealing damage.
Magic Items
The magical items presented here are
generally designed from various class or
Scythe subclass features presented earlier in this
Category: Exotic weapon
book. The goal is to allow players to emulate
Damage: 1d10 slashing
these spooky classes without committing to
Properties: Heavy, 2-handed, reach
multiclassing, if they wish to do so. For
Cost: 30 gp
example, the Hat of Synergy grants the
Weight: 6 lb.
wearer abilities similar to the witch from the
Coven of Synergy.
You can attempt to trip a target with this
weapon, and have advantage on intimidation
checks when holding it.

Vampire Hunter’s Ammunition


Similar to silvering 10 pieces of ammunition,
you can also get ammunition specially made
to be particularly effective against vampires.
You can pay 100 gp to get 10 pieces of
ammunition made that end in sharpened
wooden points. These pieces of ammunition
deal maximum damage against vampires.

Wooden Rapier
Category: Martial weapon
Damage: 1d8 piercing Cloak of the Daywalker
Properties: Finesse Uncommon cloak
Cost: 50 gp
Weight: 2 lb. A creature wearing this cloak does not suffer
the drawbacks of sunlight sensitivity or the
This weapon deals maximum damage against sun-based restrictions from forbiddance.
vampires.
Hat of Synergy
Wooden Stake Very rare hat, requires attunement
Category: Simple weapon
Damage: 1d4 piercing One or more allies may choose to use their
Properties: Finesse, light, thrown (20/60 ft.) actions to infuse you with spiritual energy. To
Cost: 2 gp do so, an ally must be touching you or
Weight: 1 lb. touching another ally that is touching you.
On your next turn, you may cast a spell one
This weapon deals maximum damage against level higher per ally that used its action in this
vampires. way, though you need only expend the spell

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slot required to cast the spell at its lowest their AC, or +2 if attuned to very rare
level. lycanthropic armor.

You may use this feature one time, and this Mask of Life
item regains its ability at dawn. Uncommon mask

Hat of Paganism An undead creature wearing this mask


Very rare hat, requires attunement appears to be alive and smells normal. Spells
such as detect magic and class features such
The hat of paganism has 7 charges and as divine sense reveal whether a creature
regains 1d6+1 charges every dawn. You may wearing this mask is actually alive or is
expend charges to cast the following spells: undead.

➢ Entangle (1 charge) Mirror of desirE


➢ Spike Growth (2 charges) Legendary cursed wondrous item
➢ Grasping Vine (4 charges)
➢ Nature’s Wrath (6 charges) When a creature looks into the Mirror of
Desire, they see their own idealized version
Lupine Potion of themselves, surrounded by the people or
Uncommon potion objects that mean the most to them, without a
care in the world.
A lycanthrope that consumes a Lupine
Potion is immune to the Curse of the Moon The creature must make a DC 19 Charisma
optional rule for one week. saving throw or become Charmed by the
mirror. The creature can repeat the saving
Lycanthropic Armor throw at the end of each hour, ending the
Rare or Very Rare armor, requires effects on a success.
attunement
While charmed in this way, the creature does
A creature attuned to lycanthropic armor not eat, drink, or sleep, and neglects its
gains the benefits of armor depending on the bodily functions. If a creature does not
rarity. Rare lycanthropic armor has the receive the food, water, or rest that it needs, it
statistics of magical leather armor (11 AC + gains exhaustion normally and eventually will
your Dexterity modifier), and very rare die.
lycanthropic armor has the statistics of
magical chain shirt armor (13 AC + your Mirror of Revealing
Dexterity modifier, maximum of + 2). Rare wondrous item

In addition to gaining the benefits of this Any creature’s reflection in this mirror
armor, when a creature uses a class ability or renders it to show what the creature really is,
a spell such as polymorph to turn into as if under the effects of truesight. Vampires
another creature, they retain a +1 bonus to appear in this mirror, despite their ability not
to cast reflections.

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Symbol of Abjuration
Mirror of Seeing Uncommon wondrous item, requires
Rare wondrous item, requires attunement attunement

Up to three times per day, a creature may The Symbol of Abjuration has 5 charges, and
look into the Mirror of Seeing and speak the regains 1d4 + 1 charges at dawn each day. If
command word. If the creature is attuned, it the symbol is in a plane of existence where
may cast scrying without expending any spell there is no dawn or no differentiation
slots. If the creature is not attuned, the mirror between day and night, it regains 1 charge
appears to reveal something, but it is actually every 24 hours.
an illusion and does not reflect reality.
While the Symbol of Abjuration is on a
Poltergeist’s Armor creature’s body, the creature may use its
Rare armor, requires attunement by a ghost action to speak a command word and use
one charge. One undead within 60ft. of the
A ghost attuned to this armor gains +2 to its creature takes 2d6 radiant damage.
Strength score. Furthermore, its AC is 13 +
its Dexterity modifier.

Scythe of the Corn Field


Rare scythe, requires attunement by a
Harvester

This scythe deals 1d10 slashing damage and


1d10 necrotic damage.

While attuned to the Scythe of the Corn


Field, a harvester can use its Lethargic Touch
ability once without expending its use of
Unholy Presence.

After using its Lethargic Touch with this


scythe, it cannot do so again until it finishes a
long rest.

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Chapter 6: The Witch’s Cauldron

S
ome characters possess the talents varying nature of campaigns. The cost and
needed to make potions and poisons. location of an ingredient are meant to be
Doing so first requires you to acquire guidelines, and players should consult their
the ingredients needed to make a potion or DMs to confirm that the costs and locations
poison, and you cannot do so using a are accurate.
component pouch. Some ingredients are
relatively commonplace and can be found in
most markets or in the natural environment.
Brewing a Potion or Poison
Some ingredients, however, are difficult to When brewing a potion or poison, you must
find and you may need to go on a quest in have herbalism kit or poisoner's kit to be able
order to acquire them. The DM might also to mix the ingredients properly. You also
include rare ingredients in treasure that you need a container such as a cauldron in which
find. to brew your potion or poison. You choose
one base liquid in which to brew your
Based on your campaign setting, you can also concoction, then choose a number of
work with your DM to create additional ingredients up to 1 + your Wisdom modifier
ingredients and their effects. It is important to (minimum 1) that you may mix into the
understand that the cost and location of each concoction.
ingredient are subject to change due to the

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Each time you brew a potion or poison, at ➢ Salt Water = 1 hour
the end of the allotted time, you create one ➢ Bear Fur = 1 hour per dose (2 hours
dose of the potion or poison. You may total)
double the amount of ingredients and the ➢ Bat Guano = 1 hour (2 additional
time spent creating the concoction in order to hours for increased potency; 3 hours
create two doses. The potion’s effects are total)
determined by the ingredients that you put in
the concoction and the amount of time that Thus, to create this potion you would need to
you spend brewing it. Each ingredient is brew it for 6 hours to create one dose.
detailed below in the Ingredients list.
You cannot start a brew, pause it, and finish it
later. You must actively attend to your
Time Needed to Brew cauldron for the entire duration without
Brewing such unconventional ingredients interruption, or the brew fails to yield a
needed for potion making requires time and potion or poison.
patience. To determine how long it takes to
brew a potion, first look at the base liquid
that you are using. It will specify a certain Possible Ingredients
number of hours required to brew; for The following lists are divided into two
example, making a potion with salt water categories and five rarities.
takes “1 hour + ingredients.”
The categories are liquid and solid
Next, check each of the ingredients that you ingredients. You cannot mix liquid
will be mixing together to see how long each ingredients, but can mix solid ingredients as
one needs to brew. Add up the number of long as you do not use more ingredients than
hours - including any extra hours if you your Wisdom modifier + 1.
choose to brew one or more ingredients for
longer to achieve greater effectiveness - and The rarities are common, uncommon, rare,
add this to the original base liquid to very rare, and legendary, which are similar to
determine how long you need to brew the magic items. An example of an uncommon
potion. ingredient would be alchemist’s fire or
bottled acid, as they are available in some
For example, bear fur and bat guano both markets, but you are not necessarily
require 1 hour of brewing time. To increase guaranteed to find them everywhere that you
the power of bat guano, you can brew it for go. Rarity does not correlate with cost,
up to 2 additional hours. If you brew two because some expensive items are easier to
doses of bear fur and one dose of maximum find than cheap but scarce ones, like owlbear
power bat guano in salt water, add up the feathers.
total number of hours for the ingredients:

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Base Liquid Ingredients
Ingredients Cost Location Effect Additional Effect
Common
Ale or similar 4 sp Tavern - You may brew for 2 additional
hours to let a creature remove 1
level of exhaustion upon
consumption.
Cooking oil 4 cp Market Any one dose of flora or -
fungus gains its additional
effect without the additional
brewing time.
Mud - Wet ground - You may brew for 1 additional
hour to let one ingredient use its
additional effects.
Tomato sauce 2 cp Market or - You may brew for one additional
tavern hour to let the potion count as
one day’s worth of rations as well.
Urine - Any mammal One dose of citronella, -
coaleaf, pickled leeches, or
rotten apples gain their
additional effects without the
extra brewing time.
Vinegar 2 sp Market or Any ingredient that needs to You may brew for one additional
tavern be pickled does not need to hour to let any one pickled
be pickled prior to brewing. ingredient gain its additional
effects as well.
Water (ordinary) - Water - -
Water - Sea/ocean - You may brew for one additional
(sea/ocean) hour to let the creature regain
1d4 hit points as well as its other
effects.
Whiskey or 20 gp Tavern - You may brew for one additional
similar hour to let a creature that takes a
long rest within an hour of
drinking the potion remove two
levels of exhaustion instead of
only one.
Wine or similar 20 gp Market or Goose down, poppy milk, -
tavern and wool act as though they
were brewed with their
additional effects.
Uncommon
Acid 50 gp Market If an ingredient would allow a If brewed for one additional hour
creature to cast a spell, one per solid ingredient, the creature
round after consumption the has disadvantage on saving
spell triggers with the creature throws against spells that would
that consumed it as the target. affect it in this way.
Alchemist’s fire 100 gp Market Upon consumption, a You may brew for 48 additional
creature takes 1d6 fire hours. If you do, the damage
damage at the start of each of does not end if a creature is
its turns until cured by a reduced to 0 HP.
healing spell of 1st level or
higher, or by a DC 20
Medicine check.

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Anointing oil 2 gp Temple or If you use at least least one You may brew for 1 additional
holy sanctuary dose of flora or fungus that hour to increase the die to a d6.
restores hit points, the potion
restores 1d4 additional hit
points.
Holy Water 50 gp Temple or The potion also restores 1d6 You may brew for 1 additional
holy sanctuary + 1 hit points to a creature. hour to also cure the creature of
one disease or curse.
Rare
Basilisk venom 600 gp Dead or A creature that consumes this You may brew for 4 additional
incapacitated potion must make a Charisma hours to impose disadvantage on
basilisk saving throw against your spell the saving throw.
save DC or become paralyzed
for the next 6 hours.
Black pudding 1000 gp Dead or A creature that consumes this You may brew for one additional
gel incapacitated potion is vulnerable to poison hour to cause a creature that is
black pudding damage for the next hour immune to poison to become
unless immune. only resistant instead for the next
hour.
Carrion crawler 400 gp Dead or The duration of any poison -
mucus incapacitated effect caused by solid
carrion ingredients is doubled.
crawler
Very Rare
Fey blood - Dead or If an ingredient would cause a You may brew for 1 additional
incapacitated creature to take damage, deal hour to also cause the creature to
Fey creature maximum damage. be Poisoned for 1 hour if it fails a
(including Constitution saving throw against
Eladrin) your spell save DC.
Phoenix tears - Incapacitated If an ingredient would restore You may brew for one additional
or willing hit points to a creature, the hour to also cure the creature of
phoenix ingredient restores the all diseases or curses affecting it.
maximum number possible.
Unicorn blood - Dead or Any ingredient that would -
incapacitated normally restore hit points
unicorn now damage the creature, and
any ingredients that would
normally damage the creature
restore hit points instead.
Legendary
Dragon blood - Dead or Upon consumption, a You may brew for 24 additional
(chromatic) incapacitated creature takes 6d6 damage of hours to increase the damage by
chromatic a type determined by the an additional 12d6.
dragon chromatic dragon’s type: acid,
cold, fire, lightning, or poison.
Dragon blood - Dead or Upon consumption, a You may brew for 24 additional
(metallic) incapacitated creature gains resistance to hours to make this resistance
metallic damage of a type determined become immunity for the
dragon by the metallic dragon’s type: duration.
acid, cold, fire, lightning, or
poison. The resistance lasts
for one day.

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Solid Ingredients
Ingredient Cost Location Effect Additional Effect
Common
Eyelashes - Humanoid After consumption, a creature -
may cast invisibility once in
the next 6 hours.
Fireflies 1 sp Warm forest After consumption, a You may brew this potion for an
humanoid creature can cast additional hour to let the creature
dancing lights once in the next cast faerie fire instead.
6 hours.
Goose down 1 cp Farm or Upon consumption, a You may brew this potion for an
market creature becomes drowsy and additional hour to force the
must succeed a Wis save creature to have disadvantage on
against you spell save DC or their saving throw.
fall asleep for the next 1d4 + 1
hours.
Herbal tea leaves 1 sp Temperate Upon consumption, a You may brew this potion for an
forest creature regains 1d4 + 1 hit additional hour to increase the
points per dose of herbal tea die to 1d6 per dose.
leaves.
Lemon peelings - Market, farm, Upon consumption, a You may brew this potion for an
or dump creature takes 1d4 + 1 acid additional hour to increase the
damage per dose of lemon die to 1d6.
peelings.
Mushrooms 1 sp Forest or cave After consumption, the next -
(normal) skill check a creature makes
has +1d4.
Rat, three days - City alleys - It takes 2 additional hours to
decomposed brew. Upon consumption, the
creature must make a
Constitution saving throw against
your spell save DC or become
infected with the sewer rot
disease.
Rotten apple - Apple tree Upon consumption, a You may brew for 2 additional
humanoid creature gains 2d6 hours to remove either the
+ 2 temporary hit points per temporary hit point effect or the
dose of rotten apples. After 1 necrotic damage effect.
hour, any remaining
temporary hit points go away
and the creature takes 4d6 + 4
necrotic damage per dose of
rotten apples.
Sprig of mistletoe 1 gp Temperate Upon consumption, the first You may brew for 2 additional
forest time a humanoid sees a hours to impose disadvantage on
creature that it could develop the saving throw.
romantic attachment to, it
must make a Wisdom saving
throw against your spell save
DC or be charmed by that
creature for the next 12
hours.

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Straw - Farm or Upon consumption, the Brew for 1 additional hour to
forest creature gains a fly speed allow the creature to hover for
equal to its walking speed for the duration.
30 seconds per dose of straw,
but cannot hover.
Wool 1 sp Farm or Upon consumption, a You may brew for 1 additional
market creature must make a hour to impose disadvantage on
Strength saving throw against the saving throw.
your spell save DC or its
speed is halved for the next
hour.
Uncommon
Bat guano - Cave After consumption, a creature Increase the number of damage
can cast fire bolt once in the dice fire bolt deals by 1 per extra
next six hours. hour brewed, to a maximum of 3
additional dice.
Bear fur - Forest Upon consumption, a -
humanoid creature’s Str score
increases by 1 per dose of
bear fur, to a maximum of 20.
This effect lasts for 1 hour.
Caterpillar - Tree or bush Upon consumption, a Increase the number of hours the
cocoon humanoid creature’s creature is affected by 2 per extra
appearance changes and it hour brewed, to a maximum of
seems to be another 24 additional hours.
humanoid race for 1 hour.
When brewing the potion,
you determine which race the
creature appears to be.
Citronella 1 sp Hot prairie or Upon consumption, a You may brew this potion for 3
forest creature has advantage on additional hours to grant a
saving throws against creature immunity to nonmagical
nonmagical disease for 1 day. disease for 1 day.
Cocoa powder 1 sp Tropical Upon consumption, a You may brew this potion for 3
forest creature may take 2 reactions additional hours to increase the
per combat round for the number of reactions to 3 per
next hour. round.
Diamond dust 1000 gp Market or After consumption, the next Double the time brewing the
cave time within 24 hours that a potion to allow the creature to
creature needs to make a also wake up with 1 hit point
death saving throw, it instead upon use.
is automatically stabilized.
Frog legs 1 sp Swamp After consumption, a creature -
may cast longstrider on itself
once in the next hour.
Grasshopper legs 1 cp Field After consumption, a creature -
may cast jump on itself once
in the next hour.
Lichen - Forest or When including lichen in a -
swamp brew, you may choose one
other flora or fungus item in
the brew and count it as
having received its additional
effect without the additional
brew time.

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Mushrooms 5 gp Forest or cave Upon consumption, a You may brew this potion for an
(toxic) creature must make a additional number of hours,
Constitution saving throw causing the potion to inflict
against your spell save DC or 1d4+1 poison damage per
be poisoned for 1 hour per additional hour.
dose.
Newt eyeballs 1 sp Swamp After consumption, a creature -
can cast see invisibility once in
the next hour. The spell lasts
for one round per dose of
newt eyeballs when cast in this
way.
Pickled cat’s paw 1 gp Market After consumption, the next You may brew this potion for 1
time within an hour that the additional hour to increase the
creature deals melee weapon die to 1d6 per dose.
damage, the damage increases
by 1d4 per dose of pickled
cat’s paw.
Pickled leeches 1 gp Market near a - After brewing for 2 hours, upon
swamp consumption, a creature with a
hit point maximum that has been
reduced regains its original hit
point maximum.
Pickled lizard 1 gp Market Upon consumption, a -
creature gains a climb speed
equal to its movement speed
for 1 hour per dose of pickled
lizard.
Pickled octopus 3 gp Market near After consumption, a -
tentacle the ocean humanoid creature can cast
arms of Hadar once in the
next hour.
Pickled tarantula 1 gp Market After consumption, once in -
the next 6 hours a humanoid
creature can cast Tasha’s
hideous laughter.
Poison ivy - Warm forest Upon consumption, the You may brew this potion for 1
creature must make a additional hour to impose
Constitution saving throw disadvantage on the saving throw.
against your spell save DC or
become poisoned for 1 hour
per dose of poison ivy.
Poppy milk 20 gp Market or Six seconds after You may brew this potion for 2
field consumption, a creature must additional hours to impose
make a Constitution saving disadvantage on the saving throw.
throw against your spell save
DC or gain one level of
exhaustion.
Ruby dust 750 gp Market or - You may brew for 12 additional
cave hours. When the creature that
drinks this potion is next hit, they
take critical damage.
Witch hazel 1 gp Forest or When mixed into a potion, You may brew for 2 additional
swamp the potion becomes odorless hours to also make the potion
and tasteless, appearing to be appear nonmagical if detect
water. magic or identify is cast on it.

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Wolfsbane 1 gp Forest Upon consumption, -
whenever a monstrosity
attacks the creature within the
next hour (+1 hour per extra
dose), the attack has
disadvantage.
Rare
Ironwood bark 5 gp Elven forest Upon consumption, a You may brew this potion for an
creature becomes resistant to additional 3 hours to increase the
bludgeoning, piercing, and duration to 30 minutes.
slashing damage for the next
10 minutes.
Mushrooms 10 gp Forest or cave Upon consumption, a You may brew this potion for an
(bioluminescent) creature gains 2d4 temporary additional hour to increase the
hit points and emits dim light dice to d6s and the light radius to
in a 10ft radius. The hit points 20ft.
and light last for 10 minutes.
Owlbear feather 10 gp Forest Upon consumption, a -
humanoid creature’s Str and
Con scores both increase by 1
per dose of owlbear feathers,
to a maximum of 20. This
effect lasts for 1 hour.
Very Rare
Phoenix feather 1000 gp Incapacitated - If you brew the potion for 24
or willing hours, then upon consumption a
phoenix creature becomes immune to fire
damage – and deals +1d12 fire
damage whenever it casts a
damage-dealing spell – for one
hour.
Pickled troll’s 50 gp Market near a Upon consumption and for You may brew this potion for 1
nose forest the next hour per dose of troll additional hour to remove the
nose, a creature gains 5 fire damage restriction.
temporary hit points at the
start of each of its turns,
unless it has taken fire
damage in the past round.
Unicorn horn 1000 gp Dead unicorn - If you brew the potion for 24
hours, then upon consumption, a
creature can cast detect evil and
good, maintaining it without
concentration for 10 minutes.
Legendary
Balor horn - Dead or - If you brew the potion for 48
incapacitated hours, then upon consumption, a
balor creature can cast infernal calling.
The fiend summoned is not
hostile towards the caster, but
instead treats the caster as a dear
friend.
Dragon toenails - Dead or After consumption, a creature Double the brewing time to allow
(Chromatic) incapacitated may use a breath weapon as if the creature to use it twice.
chromatic it is a dragonborn of the same
dragon type as the toenails came from
once in the next 6 hours.

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Dragon toenails - Dead or Upon consumption, a Double the time brewing the
(metallic) incapacitated creature gains resistance to a potion to grant the creature
metallic damage type determined by immunity to that type of damage
dragon the dragon as if it is a the first time the creature takes
dragonborn. The resistance that damage within the allotted
lasts for 1 hour per dose of time.
metallic dragon toenails of the
same kind.
Solar feather - Dead, - If you brew the potion for 48
incapacitated, hours, then upon consumption, a
or willing creature is immune to radiant
solar damage for 1 day. During this
time, the creature also deals 2d6
additional radiant damage with all
weapon attacks and spells that
require attack rolls.

Certainly, it is within the DM’s rights to


remove or adjust items found on this table, as
well as introducing new items specific to the
campaign world.

Finally, remember that because you cannot


stop brewing a potion once you start, some of
the more extreme potions will result in you
getting one or more levels of exhaustion from
staying up around the clock. This can be
avoided with certain class features like the
Tome Warlock’s “Aspect of the Moon”
invocation.

Throughout the brewing of a potion, you can


eat, converse, and do a variety of simple tasks
as if you are taking a short rest. You can also
benefit from the catnap spell without your
potion suffering.

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Chapter 7: All Manner of Sorcery

I
n case your game isn’t spooky enough and burns its targets. When you use spirit
yet, this chapter contains a wide variety guardians or you conjure elementals to fight
of new spells that you can incorporate for you, go to town on your descriptions to
into your games. The chapter is divided into give your character the distinct arcane flair
three sections. First, the spells are arranged that you envision.
into a list showing which spells are available
for classes in the Player’s Handbook. Spell Key
Second, there is a similar list showing which The spells provided on these lists are both
spells are available for classes in this new spells from this book and official spells
publication. Finally, the remainder of the published in the Player’s Handbook and
chapter details the new spells themselves. Xanathar’s Guide to Everything.

Additionally, remember that reflavoring can


achieve countless combinations of unique Expanded Spell Lists
builds. For example, you could reflavor These lists explain which previously
fireball as a flaming skull that bursts apart in published spellcasting classes can learn spells
fire and bone, or you could say that lightning from this chapter.
bolt is sizzling, dark energy that electrifies
life conduit
rat plague 8th level radiance of the
Bard
skeletal form eternal sleep angels
Cantrips (0 level)
summon greater rat plague
cottonmouth
swarm 9th level skeletal form
energy spray
vampirism summon greater
4th level swarm
1st level
infestation of Cleric
asthma attack
spiders 1st level 4th level
bobblehead
lycanthropy asthma attack conjure carriage
disguise undead
disguise undead infestation of
energize life force
5th level energize life force spiders
shrunken head
exhausting grasp mage strike lycanthropy
mage strike
phobia summon swarm spirit arrow
summon swarm
6th level 2nd level 5th level
2nd level
gaze of Medusa arcane foresight exhausting grasp
arcane foresight
remove heart dimensional necromantic pulse
dimensional
vortex phobia
vortex
7th level
that 3rd level 6th level
3rd level
chaos gaze of Medusa
chaos
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purge undead 6th level 2nd level 4th level
remove heart gaze of Medusa arcane foresight lycanthropy
remove heart dimensional spirit arrow
8th level vortex
eternal sleep 8th level 5th level
eternal sleep 3rd level exhausting grasp
9th level chaos necromantic pulse
miracle Paladin life conduit phobia
zombification 1st level rat plague
asthma attack skeletal form 6th level
Druid bobblehead gaze of Medusa
Cantrips (0 level) disguise undead 4th level purge undead
cottonmouth energize life force lycanthropy remove heart
shrunken head spirit arrow
1st level mage strike 8th level
asthma attack 5th level eternal sleep
disguise undead 2nd level exhausting grasp
energize life force arcane foresight phobia 9th level
mage strike dimensional vampirism
summon swarm vortex Sorcerer zombification
Cantrips (0 level)
2nd level 3rd level cottonmouth Warlock
arcane foresight chaos energy spray Cantrips (0 level)
dimensional life conduit cottonmouth
vortex radiance of the 1st level energy spray
angels asthma attack
3rd level skeletal form bobblehead 1st level
life conduit disguise undead asthma attack
rat plague 4th level shrunken head bobblehead
skeletal form conjure carriage mage strike disguise undead
summon greater spirit arrow energize life force
swarm 2nd level shrunken head
5th level arcane foresight mage strike
4th level exhausting grasp dimensional summon swarm
infestation of phobia vortex
spiders 2nd level
lycanthropy Ranger 3rd level arcane foresight
spirit arrow 1st level chaos dimensional
asthma attack life conduit vortex
5th level disguise undead rat plague
exhausting grasp energize life force skeletal form 3rd level
necromantic pulse mage strike chaos
phobia life conduit

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radiance of the 7th level mage strike spirit arrow
angels that summon swarm
rat plague 5th level
skeletal form 8th level 2nd level exhausting grasp
summon greater eternal sleep arcane foresight necromantic pulse
swarm dimensional phobia
9th level vortex
4th level miracle 6th level
conjure carriage vampirism 3rd level gaze of Medusa
infestation of zombification chaos purge undead
spiders life conduit remove heart
lycanthropy Wizard radiance of the
spirit arrow Cantrips (0 level) angels 7th level
cottonmouth rat plague that
5th level energy spray skeletal form
exhausting grasp summon greater 8th level
necromantic pulse 1st level swarm eternal sleep
phobia asthma attack
bobblehead 4th level 9th level
6th level disguise undead conjure carriage vampirism
gaze of Medusa energize life force infestation of zombification
purge undead shrunken head spiders
remove heart lycanthropy

New Spell Lists


These are the spell lists for the classes that
are introduced in this manual. For these lists,
spells that are introduced in this manual are
followed by an asterisk.
minor illusion asthma attack* hex
primal savagery bane ice knife
Ghost
ray of frost catapult inflict wounds
Cantrips
resistance cause fear mage strike*
blade ward
shape water charm person ray of sickness
chill touch
shocking grasp color spray Tasha’s hideous
control flames
thaumaturgy command laughter
cottonmouth*
thorn whip detect magic unseen servant
dancing lights
toll the dead disguise undead* witch bolt
energy spray*
dissonant whispers zephyr strike
gust
1st level false life
infestation
absorb elements feather fall 2nd level
mage hand
arms of Hadar fog cloud arcane foresight*
message

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blindness/deafness meld into stone dream maddening
blur nondetection enervation darkness
cloud of daggers protection from exhausting grasp* power word stun
crown of madness energy hold monster telepathy
darkvision rat plague* modify memory
detect thoughts sending necromantic 9th level
dimensional skeletal form* pulse* astral projection
vortex* slow negative energy power word kill
enthrall speak with dead flood psychic scream
gust of wind spirit guardians phobia* time stop
heat metal vampiric touch seeming weird
hold person wind wall telekinesis
invisibility wall of force Harvester
knock 4th level 1st level
levitate arcane eye 6th level armor of Agathys
mind spike banishment circle of death bane
mirror image blight disintegrate cause fear
misty step compulsion eyebite command
pass without trace confusion harm detect magic
phantasmal force dimension door investiture of wind disguise undead*
ray of Evard’s black mass suggestion energize life force*
enfeeblement tentacles mental prison hail of thorns
see invisibility freedom of Otto’s irresistible purify food and
shadow blade movement dance drink
shatter greater invisibility true seeing summon swarm*
silence hallucinatory wind walk
warding wind terrain 2nd level
phantasmal killer 7th level alter self
3rd level shadow of moil etherealness augury
animate dead spirit arrow* finger of death calm emotions
bestow curse power word pain darkness
blink 5th level project image enthrall
chaos* animate objects reverse gravity gentle repose
clairvoyance antilife shell teleport hold person
dispel magic Bigby’s hand whirlwind
enemies abound cloudkill 3rd level
fear cone of cold 8th level dispel magic
fly contagion Abi-Dalzim’s life transference
gaseous form control winds horrid wilting remove curse
hunger of Hadar destructive wave antimagic field rat plague*
hypnotic pattern dispel evil and dominate monster revivify
life conduit* good eternal sleep* speak with dead
major image dominate person feeblemind

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summon greater hex summon greater create bonfire
swarm* inflict wounds swarm* dancing lights
longstrider tongues energy spray*
4th level mage strike* vampiric touch friends
banishment protection from frostbite
conjure carriage* evil and good 4th level guidance
infestation of purify food and arcane eye gust
spiders* drink blight infestation
locate creature shield compulsion mage hand
lycanthropy* sleep confusion magic stone
summon swarm* death ward mending
5th level zephyr strike dimension door message
banishing smite freedom of minor illusion
circle of power 2nd level movement ray of frost
destructive wave arcane foresight* infestation of resistance
dispel evil and arcane lock spiders* shape water
good calm emotions locate creature shocking grasp
exhausting grasp* darkvision shadow of moil thaumaturgy
phobia* detect thoughts spirit arrow* toll the dead
raise dead enthrall
knock 5th level 1st level
Vampire misty step cloudkill animal friendship
1st level pass without trace cone of cold asthma attack*
animal friendship see invisibility dominate person bane
armor of Agathys shadow blade dream catapult
asthma attack* silence exhausting grasp* cause fear
bane spider climb far step chaos bolt
cause fear zone of truth geas charm person
charm person hold monster comprehend
command 3rd level necromantic languages
comprehend bestow curse pulse* cure wounds
languages blink negative energy detect evil and
detect evil and chaos* flood good
good counterspell phobia* detect magic
detect magic dispel magic steel wind strike detect poison and
detect poison and fear disease
disease gaseous form Witch disguise self
disguise self nondetection Cantrips (0 level) disguise undead*
disguise undead rat plague* acid splash energize life force*
energize life force* skeletal form* blade ward find familiar
false life speak with dead chill touch fog cloud
feather fall stinking cloud control flames identify
fog cloud cottonmouth* illusory script

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mage strike* 3rd level locate creature gaze of Medusa*
ray of sickness bestow curse lycanthropy* find the path
shield blink phantasmal killer forbiddance
silent image call lightning sickening radiance harm
sleep chaos* spirit arrow* magic jar
summon swarm clairvoyance stoneskin purge undead*
Tasha’s hideous counterspell storm sphere remove heart*
laughter dispel magic scatter
thunderwave fear 5th level wall of thorns
unseen servant fly animate objects
witch bolt gaseous form antilife shell 7th level
glyph of warding awaken etherealness
2nd level hypnotic pattern Bigby’s hand finger of death
alter self life conduit* cloudkill mirage arcane
animal messenger magic circle commune with plane shift
arcane foresight* nondetection nature project image
arcane lock rat plague* conjure elemental regenerate
beast sense skeletal form* control winds teleport
blindness/deafness slow dispel evil and whirlwind
darkness speak with dead good
darkvision summon greater dream 8th level
detect thoughts swarm* exhausting grasp* Abi-Dalzim’s
enhance ability thunder step far step horrid wilting
gust of wind tongues hallow antimagic field
heat metal vampiric touch immolation control weather
hold person water breathing necromantic eternal sleep*
invisibility pulse* feeblemind
knock 4th level phobia* incendiary cloud
levitate arcane eye Rary’s telepathic maddening
locate object blight bond darkness
mirror image conjure minor scrying mind blank
misty step elementals skill trap the soul
moonbeam conjure woodland empowerment
Nystul’s magic beings 9th level
aura control water 6th level foresight
see invisibility dimension door arcane gate gate
shatter hallucinatory chain lightning storm of
silence terrain conjure fey vengeance
skywrite infestation of create weird
spike growth spiders* homunculus zombification
web Leomund’s secret disintegrate
chest druid grove

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Spells
Arcane Foresight
2nd-level Divination Spell
Casting Time: 1 Action or Reaction
Range: Self
Components: V
Duration: Instantaneous

When you make an attack roll or saving


throw, you may expend one hit die. Roll the
die, add your spellcasting modifier, and add
the total to your attack roll or saving throw.

Asthma Attack
1st-level Enchantment Spell
Casting Time: 1 Action
Range: 30ft
Components: V, S
Duration: Instantaneous
its head grows to six times its normal size.
One creature within range must make a The creature has disadvantage on all
Constitution saving throw. On a failed save, it Dexterity checks and Dexterity saving throws
takes 2d6 psychic damage and is for the duration.
incapacitated until the end of your next turn.
On a successful save, it takes ½ damage and At higher levels. Target one additional
is not incapacitated. creature per level above 1st when you cast
this spell.
At higher levels. Increase the damage by 1d6
per each level above 1st. Chaos
3rd-level Evocation Spell
Bobblehead Casting Time: 1 Action
1st-level Transmutation Spell Range: 60ft
Casting Time: 1 Action Components: V
Range: 30ft Duration: Instantaneous
Components: V, S
Duration: Concentration, up to 1 minute Choose one target within range and make a
spell attack against its AC. On a hit, roll 1d20
One target within range must make a and consult the following table to see what
Constitution saving throw. On a failed save, happens to the target:

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d20 Effect
1 Roll again, rerolling additional 1s. The Conjure Carriage
effect that you roll is centered on you, and 4th-level Transmutation Spell
you immediately fail any saving throws that
you would be allowed to make. Casting Time: 1 Action
2 The target inexplicably urinates. Range: Touch
3 You cast Fireball centered on the target. Components: V, S, M (a pumpkin or gourd,
All creatures in the area get to make the
which the spell consumes)
Dexterity saving throw.
4 You cast Blight on the target as if it failed Duration: Instantaneous
the saving throw.
5 Deal 4d6 cold damage to the target and to One pumpkin or gourd that you touch turns
one creature within 15ft of the target.
6 The target is under the effects of Reduce into a carriage capable of seating six medium
from the Enlarge/Reduce spell. creatures. It is pulled by six spectral horses
7 For the next hour, the creature’s alignment and a hooded driver whose face you can
changes to the opposite of whatever it was
previously. This has no effect on
never see.
unaligned or true neutral creatures.
8 The target’s sex changes for the next 24 The carriage can travel 120ft. in a round. It
hours. If this happens to a pregnant can travel 1 mile every 5 minutes. At the
woman, the child is magically transported
to an incubator demiplane until the end of stroke of midnight, the carriage turns back
the duration. into a pumpkin, and the pumpkin is
9 The target’s weight indefinitely increases destroyed.
by 1d6 x 10 pounds of fat.
10 The target indefinitely gets a disfiguring
scar as described on page 272 of the Any creatures still in the carriage at the stroke
DMG. of midnight take 3d6 force damage.
11 The target regains 2d6 hit points.
12 The target is stunned until the end of its
next turn.
13 The target is frightened of you until it
Cottonmouth
succeeds a Wisdom saving throw against Enchantment Cantrip
your Spell Save DC. Casting Time: 1 Action
14 The target bursts into flame, taking 2d6
fire damage at the start of each of its turns.
Range: 60ft
It can use its action to put out the flames. Components: S
15 The target’s AC decreases by 3 until the Duration: Concentration, up to 1 minute
end of your next turn.
16 You cast Polymorph on the target. If it
fails the save, it turns into a cat. One creature of your choice is subjected to
17 The target immediately casts Fly on itself one of the following effects for the duration,
without using its reaction. or until you decide to end the spell as a free
18 The target’s Charisma score is reduced by
4 for 1 minute. action:
19 The target must roll on the sorcerer’s wild ➢ The target’s mouth, assuming it has
magic table. one, is incredibly dry
20 Roll on the table two more times, rerolling
➢ The target becomes itchy; the
any more 20s. Both effects happen to the
target. location of the itch is up to your
discretion
➢ Assuming it has eyes, the target feels
an eyelash or some other mildly
obstructing object in front of its eyes

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➢ The target’s stomach rumbles quietly
➢ The target has to fight the urge to
Disguise Undead
flatulate or burp; if it does either, it 1st-level Illusion Spell
immediately must fight the urge again Casting Time: 1 Action
Range: Touch
Components: V, S, M (a bloodstone)
Dimensional Vortex Duration: 1 hour
2nd-level Divination Spell
Casting Time: 1 reaction when you or an ally One willing creature that you touch becomes
within 30ft of you is hit with a melee attack undead for the purpose of all spells and
Range: 30ft effects. If the creature was already undead,
Components: S then it is no longer undead for the duration.
Duration: Instantaneous You may choose to end the spell early as a
bonus action.
The creature that made the attack must make If you target an unwilling creature, it must
a WIS saving throw. On a failed save, you succeed a Wisdom saving throw, and
may teleport the creature up to 30ft and force becomes affected by the spell on a failed
it to deal the damage from its attack to a new save.
target of your choice that is within range of
the attack. At higher levels. The duration of this spell
increases if cast at a higher level. If you cast
the spell using a slot of 3rd or 4th level, the
spell can last for up to 8 hours. If you cast it
using a spell slot of 5th level or higher, the
spell can last for up to 24 hours.

Energize Life Force


1st-level Necromancy Spell
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a drop of blood)
Duration: Instantaneous

One creature, undead, or construct that you


touch can use its reaction to expend one hit
die, regaining hit points equal to the roll + the
creature’s CON modifier.

At higher levels. When you cast this spell at


higher levels, increase the number of hit dice
spent by one per level above first. Add
additional hit points for each die rolled, and
add the creature’s CON modifier each time.

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Energy Spray Eternal Sleep
Evocation Cantrip 8th-level Enchantment Spell
Casting Time: 1 Action Casting Time: 1 Action
Range: 60ft Range: Touch
Components: V, S Components: V, S, M (1,000 gp worth of
Duration: Instantaneous ruby dust or diamond dust, which the spell
consumes)
Bolts of bluish energy fly from your Duration: 1 year
fingertips. Choose a 20x20ft area in range
and select a number of targets equal to your One creature that you touch falls into a
Spellcasting modifier (minimum 1) in the magical sleep. The sleep lasts for the
area. Make a spellcasting attack against each duration and can only be ended early with
target. On a hit, that target takes 1d6 force the Miracle or Wish spells, or with the
damage. Roll separate attack rolls, but roll cleric’s Divine Intervention ability.
damage once and use it for each attack on
your turn. While the creature is asleep in this way, it
At higher levels. The damage increases by does not age, is unaffected by any diseases or
1d6 at 5th level (2d6), 11th level (3d6), and curses that it has, and cannot be targeted by
17th level (4d6). divination magic.

Exhausting Grasp
5th-level Necromancy Spell
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous

Make a spell attack roll against the armor


class of one creature within range. If you hit,
the target suffers one level of exhaustion.

Gaze of Medusa
6th-level Illusion Spell
Casting Time: 1 action
Range: 30ft
Components: V, S, M (a snake eyeball)
Duration: 24 hours

Make a spell attack roll against the armor


class of one creature within range. If you hit,

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the creature becomes petrified as they turn to At higher levels. Increase the poison damage
stone. The creature can repeat the saving by 1d6 per level above 4th.
throw once every hour, ending the effect on a
success.
Life Conduit
At higher levels. You can target one 3rd-level Necromancy Spell
additional creature for each level above 6th Casting Time: 1 Action
that you cast this spell. Range: Touch
Components: S
Duration: Instantaneous
Infestation of Spiders
4th-level Conjuration Spell Touch two creatures adjacent to you. Choose
Casting Time: 1 Action one of them to make a CON saving throw.
Range: 120ft On a fail, they take 3d10 necrotic damage,
Components: V, S, M (a living spider) taking half as much on a success. The other
Duration: Concentration, up to 1 minute creature that you are touching gains that
much HP.
Choose a 20ft by 20ft area within range.
Spiders pour forth from little cracks and At higher levels. When casting this spell at a
crannies and fill the area. The area becomes higher level, for every level higher than 3rd,
difficult terrain. A creature that starts its turn roll +1d10 when you use this spell.
in the area or enters it for the first time on a
turn must make a Dexterity saving throw,
taking 4d6 poison damage on a failed save or
Lycanthropy
½ as much on a successful one. 4th-level Transmutation Spell
Casting Time: 1 Action
A creature that fails two Dexterity saving Range: Touch
throws because of this spell is covered in Components: V, S, M (a few strands of wolf
bursting pus-filled bite marks. Such a fur)
creature has disadvantage on all Charisma- Duration: Concentration, up to 1 minute
based skill checks for the next 24 hours.
One willing creature that you touch can use
On your turn, you may use your bonus its bonus action to turn into a dire wolf. The
action to command the zone of spiders to creature retains its mental statistics,
move up to 30ft in any direction. proficiencies, and class features, but gains the
physical statistics and attacks of a dire wolf.

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When you cast this spell, you cause divine
A creature under the effects of this spell can energy to reshape the world around you.
become a dire wolf - or revert to their original Choose one of the following spell effects:
form - as a bonus action on each of their ➢ Choose up to twenty creatures that
turns. you can see. Those creatures regain
all hit points and you end all effects
Each time that a creature becomes a dire on them described in the greater
wolf, they use a dire wolf’s hit points. If they restoration spell.
are reduced to 0 hit points while in dire wolf ➢ You grant up to ten creatures you can
form, they revert to their original form and see immunity to a single spell or other
take any excess damage. magical effect for 8 hours.
➢ You grant up to ten creatures that you
can see resistance to a single damage
Mage Strike type of your choice.
1st-level Evocation Spell ➢ You undo a single recent event by
Casting Time: 1 Bonus Action forcing a reroll of any roll made
Range: Self within the last round (including your
Components: V, S last turn). You can force the reroll to
Duration: Instantaneous be made with advantage or
disadvantage, and you can choose
You may cast another spell on the same turn whether to use the old or new roll.
that you cast this one. ➢ You can cast any spell from the Cleric
or Paladin spell list at its highest level.
The next time you deal damage before the ➢ You can undo the effects of a spell
end of your next turn, expend one of your hit that have changed the nature of a
dice. Roll the die and add damage to your creature, such as the Vampirism spell.
attack equal to your hit die + your spellcasting
modifier.
Necromantic Pulse
At higher levels. For each level above first 5th-level Necromancy Spell
that you cast this spell, expend and roll an Casting Time: 1 Bonus Action
additional hit die and add it to the damage. Range: Self
Only add your spellcasting modifier to the Components: V, S, M (a pinch of bone dust)
damage once. Duration: Concentration, up to 1 minute

When you cast this spell and as a bonus


Miracle action on each of your turns that you
9th-level Abjuration Spell maintain concentration on a spell, you can
Casting Time: 1 Action make a ranged spell attack against one
Range: Self creature of your choice within 30ft of you.
Components: V On a hit, the creature takes 6d6 necrotic
Duration: Instantaneous damage.

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At higher levels. When you cast this spell at inevitable concept such as living or the
higher levels, you deal 1d6 additional damage passage of time.
per level above 5th.
Purge Undead
Phobia 6th-level Evocation Spell
5th-level Enchantment Spell Casting Time: 1 Action
Casting Time: 1 Action Range: 60ft
Range: 30ft Components: V, S, M (a star sapphire or a
Components: V, S, M (a ruby worth at least drop of golden sun worth at least 750 gp,
500gp, which the spell consumes) which the spell consumes)
Duration: 30 days Duration: Instantaneous

One creature that you see within range must One undead that you see within range must
make a Charisma saving throw. On a failed make a Charisma saving throw. On a failed
save, the target is afflicted with one phobia of save, the undead takes 10d12 radiant
your choice. The creature is irrationally damage, is blinded, and is frightened of you
afraid of this object and will do everything it for 1 minute. While frightened in this way, it
can to avoid contact with this substance for grovels on the ground and takes no actions or
the duration. reactions. It can repeat the saving throw at
The phobia can be anything ranging from a the end of each of its turns, ending the effects
type of creature (such as owlbears, orcs, or on itself on a success. On a successful initial
the like) to a substance (like flowers or save, the target takes ½ radiant damage but
clouds) to a concept such as abandonment or suffers no further effects.
the number four. At Higher Levels. For each level above 6th
It could also be a specific creature, like the that you cast this spell, deal an additional
bartender at the Jack o’Lantern Tavern. 2d12 radiant damage.
Finally, the creature’s phobia could also be a
type of item or a specific item, such as the
creature’s shield.

If the phobia is a specific type of creature,


then the phobic creature has disadvantage on
attacks made against its phobia.

During combat, if a creature sees the target of


its phobia, it must make a Wisdom saving
throw in order to willingly draw closer to the
target and has disadvantage when attempting
to manipulate an object that it is afraid of.

A creature will not avoid eating or drinking,


or any other activity necessary for survival. A
creature cannot be made afraid of an

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throughout their life, the heart may be tainted
Radiance of the Angels with cloudy blots that look like spilled ink, if
3rd-level Evocation Spell the target has done evil. As an action, you
Casting Time: 1 Bonus Action may attempt one of the following abilities.
Range: Self ➢ Attempt to compel the target: Hold
Components: V, S the heart to your mouth and whisper
Duration: Concentration, up to 1 minute a command. The target must make a
Wisdom saving throw with
Each of your weapon attacks deal an disadvantage. On a failed save, the
additional 1d8 radiant damage. target must enact your command to
the best of its ability.
At higher levels. The damage increases by ➢ Crush the heart: Squeeze your fist,
1d8 per level above 3rd that you cast it. crushing the heart. Deal 8d10
necrotic damage to the target. If the
Rat Plague damage reduces the target to 0 HP,
3rd-level Necromancy Spell then the heart disintegrates into black
Casting Time: 1 Action dust and the target dies. This death
Range: Touch cannot be reversed except with a level
Components: S, M (a bit of rat fur) 9 spell such as Wish, or some
Duration: Instantaneous legendary magical item of equal
A creature that you touch must make a power.
➢ Return the heart: Press the heart
Constitution saving throw. On a failed save,
the creature contracts the sewer plague against the target. If the target is
disease. Details of the disease can be found willing, then the heart reenters their
on page 257of the DMG. body. If the target is not willing, then
they must succeed a Wisdom saving
throw to resist you returning the heart
Remove Heart into their body.
6th-level Necromancy Spell In addition, you may remove your own heart.
Casting Time: 1 Action When you do so, you must succeed a
Range: Touch Wisdom saving throw against your own
Components: S, and you must have one free spellcasting modifier. If you succeed, you
hand take the initial 2d10 necrotic damage as
Duration: Instantaneous normal. Afterwards, however, you may hide
your heart. If you do so, you are immune to
One small, medium, or large humanoid this spell unless another character finds your
target within range makes a Constitution heart. In addition, when you die, you are
saving throw. On a failed save, the target instead subject to a deep coma, and remain
takes 2d10 necrotic damage. You acquire a in this state until your heart is either
tiny object: the target’s still-beating heart. The destroyed or restored to your body.
heart’s appearance depends on the target. At higher levels: When you cast this spell
The heart glows from inside with a cherry-red above 6th level, for every level above 6th at
light. Depending on the target’s actions which you cast this spell, deal an additional

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1d10 damage on the initial removal of the deals 1d8 piercing damage; this attack
heart and an additional 2d10 damage with is one of the skeleton’s ribs
the “crush the heart” action. The creature cannot speak for the duration,
but can communicate with you telepathically
while you maintain concentration. If the
Shrunken Head creature naturally has other telepathic
1st-level Transmutation Spell abilities, or if another creature with telepathy
Casting Time: 1 Action tries to speak with this creature, the effects
Range: 30ft work normally.
Components: V, S, M (a pinch of salt or
vinegar)
Duration: Concentration, up to 1 minute Spirit Arrow
4th-level Conjuration Spell
One target within range must make a Casting Time: 1 Action
Constitution saving throw. On a failed save, Range: Self
its head shrinks to the size of its fist. Its Components: V, S, M (a shard of glass)
Intelligence score is reduced by 2, to a Duration: Instantaneous
minimum of 1. It also has disadvantage on all
skill checks relying on sight, smell, or Travel up to 60ft in a straight line without
hearing. provoking opportunity attacks. Each creature
of your choice that you pass through must
At higher levels. Target one additional make a Charisma saving throw, taking 4d8
creature per level above 1st when you cast psychic damage on a failed save, or ½ as
this spell. much on a successful one.

At higher levels. When you cast this spell at


Skeletal Form 5th level or higher, increase the damage by
3rd-level Transmutation Spell 1d8 per level above 4th that you cast it.
Casting Time: 1 Action
Range: Touch
Components: V, S Summon Greater Swarm
Duration: Concentration, up to 10 minutes 3rd-level Conjuration Spell
Casting Time: 1 Action
The flesh of a humanoid creature that you Range: 60ft
touch harmlessly melts away, leaving nothing Components: V, S
but its bones. The creature gains the Duration: Concentration, up to 1 minute
following benefits for the duration:
➢ Advantage on Intimidation checks You conjure your choice of the following:
➢ Immunity to nonmagical piercing ➢ 1 swarm of poisonous snakes
damage ➢ 2 swarms of spiders
➢ A natural weapon attack in which the ➢ 4 swarms of bats, rats, or ravens in
creature is proficient that uses their any combination
Strength or Dexterity modifier and

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The swarms appear anywhere within range.
The swarm acts on its own initiative and
Vampirism
follows commands that you issue it, 9th-level Necromancy Spell
interpreting your commands literally. They Casting Time: 1 Action
remain until killed, you lose concentration, Range: Touch
or you choose to dismiss them as a bonus Components: S
action. Duration: Instantaneous

Make a spell attack against one humanoid


Summon Swarm creature that you touch. On a success, you
1st-level Conjuration Spell strike it and afflict it with vampirism.
Casting Time: 1 Action
Range: 60ft If it has class levels, the creature loses one
Components: V, S class level and gains a level of Vampire. If it
Duration: Concentration, up to 1 minute does not have class levels, it is considered
under the effects of the vampire curse
You conjure a swarm of bats, rats, or ravens described on page 295 of the Monster
anywhere within range. The swarm acts on its Manual.
own initiative and follows commands that you
issue it, interpreting your commands literally. This effect can only be reversed through the
They remain until killed, you lose use of a Miracle or Wish spell, or through a
concentration, or you choose to dismiss them cleric’s Divine Intervention ability.
as a bonus action.
Zombification
That 9th-level Necromancy Spell
7th-level Conjuration Spell Casting Time: 1 Action
Casting Time: 1 Action Range: Touch
Range: 30ft Components: V, S, M (a drop of blood)
Components: V, S, M (a deflated balloon Duration: Instantaneous
and a strand of red hair)
Duration: Concentration, up to 1 minute Make a spell attack against one humanoid
creature that you touch. On a success, you
Summon a That (see Chapter 8 for That’s strike it and it becomes a zombie.
stats) anywhere within range. The That is
hostile to all creatures and will attack If it has class levels, the creature loses one
whichever creature is closest to it. class level and gains a level of Undead with
the Zombie subclass. If it does not have class
levels, it gains one level of Undead with the
Zombie subclass.

This effect can only be reversed through the


use of a Miracle or Wish spell, or through a
cleric’s Divine Intervention ability.

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Chapter 8: Bestiary

A
nd now, dear friend, you
are ready to take on The following stat block is based on the cult
some of the little-known fanatic stat block from the Monster Manual.
horrors of this world… and of The most significant change is a list of spells
that a cult fanatic might take depending on
others. Equipped with uncommon
which deity they worship, though this stat
spells, magical items, and
block is also CR 3 instead of CR 2.
specialized training, you can
now venture forth into this long
night and rage against all
manners of evil. I wish you the
best of luck, dear friend.

This chapter contains an expanded bestiary.


The creatures below are based on some of
the classic horror-themed monsters in the
Monster Manual and other WotC books, but
with changed or enhanced features based on
the races and classes found within this book.
There are, of course, also a few brand-new
horrors to terrify your adventuring party,
including but not limited to NPCs with their
own lore and lairs.

Cultists
Cultists are often thought of with a great deal
of stigma, and members of a cult are often -
though not always - involved in sacrificial
rituals. Cultist fanatics that dedicate
themselves to the worship of specific gods
gain a small portion of the god’s divine
abilities.

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List of Cult Leader Suggested Spells
Domain Spells
Darkness Cantrips (at will): chill touch, ray of frost, thaumaturgy
(Orcus, Shar, Nyx, etc.) 1st level (4 slots): arms of Hadar, bane, cause fear
2nd level (3 slots): blindness/deafness, darkness, darkvision
3rd level: enemies abound
Death Cantrips (at will): chill touch, thaumaturgy, toll the dead
(Raven Queen, Hades, 1st level (4 slots): bane, disguise undead*, inflict wounds
Kelemvor, etc.) 2nd level (3 slots): invisibility, ray of enfeeblement
3rd level (2 slots): animate dead, skeletal form*
Fire Cantrips (at will): control flames, sacred flame, thaumaturgy
(Tiamat, Surtr, etc.) 1st level (4 slots): burning hands, hellish rebuke
2nd level (3 slots): flame blade, flaming sphere, heat metal
3rd level (2 slots): fireball, flame arrows
Earth Cantrips (at will): magic stone, mold earth, thaumaturgy
(Sylvanus, Gaea, etc.) 1st level (4 slots): entangle, shield
2nd level (3 slots): barkskin, Maximilian’s earthen grasp, spike growth
3rd level (2 slots): erupting earth, speak with plants
Pain Cantrips (at will): thaumaturgy, thorn whip, toll the dead
(Bane, Malar, etc.) 1st level (4 slots): bane, command, inflict wounds, summon swarm*
2nd level (3 slots): hold person, mind spike
3rd level (2 slots): bestow curse
Trickery Cantrips (at will): friends, minor illusion, vicious mockery
(Asmodeus, Lolth, Loki, 1st level (4 slots): bless, charm person, disguise self, witch bolt
etc.) 2nd level (3 slots): dimensional vortex*, misty step
3rd level (2 slots): major image
War Cantrips (at will): spare the dying, sword burst, thaumaturgy
(Maglubiyet, Gruumsh, 1st level (4 slots): guiding bolt, magic missile, shield of faith
Ares, etc.) 2nd level (3 slots): dimensional vortex*, shatter
3rd level (2 slots): counterspell, thunder step

*Spells introduced in this manual; see Chapter 7

will use any means available to them, be it a


Dreadsworn knife or an arrow or a drug or a choice word
The Dreadsworn are a secret coalition of in the right ear, to kill those that need to be
bandits, merchants, acolytes, and even removed for the will of the Great Old Ones
soldiers and mages that all serve the Great to come to fruition. Dreadsworn assassins
Old Gods from the realm beyond. These operate best alone, though if they need to,
terrifying beings can alter reality only by they can snipe their enemies from afar while
dreaming. In fact, some say that the great god others engage in melee combat.
Azathoth has dreamed all of reality into
existence, and if he ever awakens, this world
and all others will dissolve into nothing, a Priests
mere memory of sleep. Dreadsworn priests whisper the will of the
Great Old Ones into existence. They prefer
to operate using their personal charisma and
Assassins guile, though if they deem the time right, they
Dreadsworn assassins are highly skilled will take an active and violent role in the
infiltrators, poisoners, and cutthroats. They heralding of the Great Old Ones.

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Dreadsworn priests prefer to let those with
more martial skill do the physical fighting for
them, and they favor manipulating the tide of
Warriors
a battle from a distance. Dreadsworn warriors are those particularly
gifted soldiers that have caught the attention
of a Great Old One and been given a
Soldiers promotion. Warriors have a commanding
Dreadsworn soldiers are the grunts of the presence about them in daily interactions,
Great Old Ones’ plans. They do the heavy and when they enter battle they are a
lifting, and the majority of the fighting, when terrifying sight to behold.
the need arises. Dreadsworn soldiers most
commonly guard priests or serve under
warriors, though occasionally one will be
tasked with a unique mission or promoted to
a special rank of service.

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Etherkin
Virtually any etherkin can make an adept
thief. Lurking in shadows, slipping in and out
of the ethereal plane, the etherkin are
remarkably difficult to pin down. Both the
grey folk and the shadow souls make for
capable skirmishers, competent assassins, or
skilled spies.

An etherkin that finds itself outnumbered in


combat will retreat into the ethereal plane
rather than staying and fighting.

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Freak Ghosts
Any traveling menagerie brings people Ghosts are those souls who, by intent or
flocking to the ring to gawk at the strange and accident, are stuck in a state of semi-life,
macabre. Freaks - those unfortunate enough neither truly alive nor dead. They haunt the
to have been born with strange deformities, material and ethereal planes, lurking about in
or those from such a different culture that shadow and memory. Some ghosts have
they look alien - are one of a menagerie’s malevolent intent: they might want to exact
prized attractions. vengeance on a poor soul or murder anyone
that attempts to occupy a location or claim an
Most freaks are simply stage attractions item. Others are tied to the mortal world
exploited for their strange appearance - because of intense love and care for a person,
rather a tragic lifestyle to lead, but one that place, or item. Any sentient creature from
keeps them relatively safe and well-fed. any race may end up a ghost if they are tied
Some, however, learn a few simple arcane emotionally or ritualistically to the world in
tricks to enhance their performances. some way. Some creatures simply have an
obsession over something in the material
world; others are bound with dark magic to
haunt the earth.

Ghostly Manifestations
Inexplicable sadness, loneliness, and
unfulfilled yearning wash over people that
approach the haunt of a ghost. For more
information on ghostly manifestations,
consult the Monster Manual page 147.

Ghosts do not need air, food, or water to


survive.

Virtually anything can become a ghost,


though some sages and scholars have argued
that a creature must be intelligent enough to
be capable of love to become trapped
between the realms of life and death. If you
want to create a ghost out of a monster that
doesn’t currently have an option for ghost
stats, use the following template to turn any
monster stat block into a ghost. Note that
constructs cannot become ghosts.

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ages 1d4 x 10 years. A Frightened
Ghost Template target can repeat the saving throw at
A ghost gains the following features: the end of each of its turns, ending
➢ Speed reduced to 0ft., with a hovering the Frightened condition on itself on
fly speed equal to 40ft or its original a success. If a target's saving throw is
fastest movement speed, whichever is successful or the effect ends for it, the
higher. target is immune to this ghost's
➢ Stats adjusted as follows: -3 to Horrifying Visage for the next 24
Strength score; +1 to Charisma score. hours. The aging effect can be
➢ Resistance to acid, fire, lightning, and reversed with a Greater Restoration
thunder, as well as bludgeoning, spell, but only within 24 hours of it
piercing, and slashing damage from occurring.
nonmagical attacks. ➢ CR Increase of 2.
➢ Immunity to cold, necrotic, and
poison damage.
➢ Immunity to the charmed, Ghostly Humanoids
exhaustion, frightened, grappled, Avengers are those ghosts that rival revenants
paralyzed, petrified, poisoned, prone, in the intensity of their need to exact revenge
and restrained conditions. upon another. They tend to be aggressive
➢ Darkvision of 60ft if it didn’t already and single-minded in their mission. They will
have darkvision. wait and lurk in the shadows like a spider,
➢ Ethereal Sight. A ghost can see 60ft then strike hard and fast to enforce their
into the Ethereal Plane when it is on version of justice upon those who need to be
the Material Plane, and vice versa. reckoned with.
➢ Incorporeal Movement. The ghost If an individual was an assassin in life, and
can move through other creatures found themself in an emotionally intense job
and Objects as if they were difficult when killed, that individual might come back
terrain. It takes 5 (1d10) force from the grave as an avenging assassin, a
damage if it ends its turn inside an terrifyingly skilled murderer.
object.
➢ Etherealness (action). The ghost Ghostly lovers cannot separate themselves
enters the Ethereal Plane from The from that special someone that they found in
Material Plane, or vice versa. It is their mortal life, whether their feelings were
visible on The Material Plane while it requited or not. They will do whatever they
is in the Border Ethereal, and vice can to make life easier for their loved ones
versa, yet it can't affect or be affected and will fight jealously to protect their loved
by anything on the other plane. ones no matter what the cost.
➢ Horrifying Visage (action). Each non- Lovers that had experience in martial
undead creature within 60ft of the combat, as well as the means to afford magic
ghost that can see it must succeed on equipment, become formidable warriors that
a Wisdom saving throw (DC 8 + possess suits of armor known as “Poltergeist
proficiency + charisma modifier) or Armor.” These warriors make excellent
be Frightened for 1 minute. If the sentries and bodyguards.
save fails by 5 or more, the target also

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Obsessors hold a particular item in such high for a spell, or simply a trophy that they
esteem that their souls will not leave the earned in their career as a mage.
material world while they still have the
possibility of claiming ownership of their Ghostly questers are those intrepid beings
prised possession. Obsessors will go to that fell in love with the adventurous lifestyle.
extravagant lengths to burgle their obsession Even after they died, their lust for questing
away from whoever might possess it. ties them to a specific location on the
Excellent at slipping in and out of a situation material plane. Perhaps this was the tavern
without being noticed, and obsessor that where they got their first quest, or the first
allies with a person can become a valuable set tower or dungeon that they looted.
of eyes and ears. Many adventurers also become powerful
Some obsessors already have some level of arcanists simply as a trick of the trade. These
arcane training. Perhaps the object of their mages that die without having satisfied their
affection is their favorite material component wanderlust may take on a semblance of life as
a powerful ghostly archmage.

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Ghostly Nonhumanoids
Here are a few example stat blocks of
Horse Ghost
Legend has it that some horses loved their
nonhumanoid ghostly creatures.
riders so fondly that they visit their riders
from beyond the grave. These riders claim
Beholder Ghost that they hear their dead horse’s whickering,
If a beholder dreams that it dies, but within or that they will see their dead horse’s
the dream, it still tries to lord over others, it hoofprints or even catch a glimpse of their
might wake up to discover that it has become fallen companion in the dead of night.
a beholder ghost. Such creatures are
terrifying to behold, and few are lucky
enough to survive an encounter with such an
Owlbear Ghost
It is said that owlbears were originally created
abberation.
when a mage’s experiment went horribly
wrong. Whether this origin is true or not
Dragon Ghost remains undiscovered, but that doesn’t stop
Some particularly greedy dragons are so other mages from trying to replicate the
attached to their lair or their treasure that, project. Sometimes, they accidentally kill
upon death, they become ghostly obsessors both the owl and the bear in the process, but
or questers. somehow manage to create
something entirely unique:
a ghost of a
monstrosity.

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than common highwaymen in costumes.
Grim Reapers Some go to greater lengths, training in occult
The legend of the Grim Reaper originated magicks to become dreaded mercenaries,
during an ancient time of plague and rampant assassins, or cult leaders. The most powerful
death. A figure of darkness, one who reaps of these individuals become feared across
souls from their bodies, has long been feared many kingdoms as great dreadlords.
across many civilizations and races. Yet some
embrace the terror that this imagery imbues,
taking on the cowl and scythe to terrorize
their victims.

These dark-minded individuals span a wide


range of competence. There are those who
dress up to inspire fear, yet are little more

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apparitions materialize and attack one
Ikabodd Krain, Reaper Lich-Lord creature that Ikabodd can see within
One dreadlord in particular looms above all 60ft. of him. The target must succeed
others. As a young man, half-elf Ikabodd on a DC 18 Constitution saving
Krain was always fascinated with the throw, taking 52 (15d6) necrotic
macabre. He apprenticed as a mortician in damage on a failed save, or half as
his hometown of Pumpkin Hollow, and after much on a successful one. These
completing his years of training he set out as apparitions then disappear.
a journeyman to offer his expertise to the
surrounding towns and cities. In the city of
Neverwinter, he met an elderly wizard and
Regional Effects
Ikabodd’s grim presence causes the
developed a keen interest in necromantic
landscape within a 10 mile radius of his lair
magic. Eventually, Ikabodd underwent dark
to warp and decay. While he inhabits his lair,
rituals and became a terrifying lich-lord.
the following regional effects occur.

Ikabodd’s Lair ➢ Plants twist and take on sickly


The lich-lord Ikabodd Krain prefers the brownish hues.
solitude of abandoned countryside manors ➢ Every night is choked with fog, and
from which he can plot his eventual lordship every day overcast with stagnant
over all the earth. If he comes upon an ideal humidity or cold drizzles.
rural manor or keep, but it is not abandoned, ➢ Animals become gaunt, constantly
he will kill all of its occupants and turn them hungry, and unusually aggressive.
into undead servants. If Ikabodd is ➢ Any humanoid that dies has a 10%
confronted in his lair, he has the challenge chance of becoming an undead the
rating of 23 (50,000 XP). next day. The undead mindlessly
wander about the region, attacking
On initiative count of 20 (losing initiative living creatures or responding to
ties), Ikabodd can take a lair action to cause Ikabodd’s wishes if he gives them
one of the following magical effects; he can’t specific instructions. If a PC becomes
use the same effect two rounds in a row: undead in this way, the PC can
choose to lose a level,
➢ All undead in the lair immediately multiclass
know the exact location of all living into the
creatures in the lair. Undead class,
➢ The lair magically morphs so that one and take
doorway of Ikabodd’s choice
connects a room to another room
that isn’t generally connected to it. the
➢ Ikabodd can regain one spell slot up Ghoul,
to level 8. To determine which level, Skeleton, or
roll 1d8. Zombie
➢ Ikabodd calls forth the spirits of subclass.
creatures that died in his lair. These

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If Ikabodd dies or takes up residence in a
new lair, the effects fade over 1d10 days.

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Hags
Most hags, regardless of the domain in which
they dwell, are social creatures. Rather than
lurking on their own, they typically prefer to
form covens with other hags. Some of these
hags, rather than focusing on harnessing the
power of their particular environment, are
simply content with supporting their fellow
coven-mates. They perfect ways in which they
can channel their arcane talents to make
others even more effective.

Dwelling in Death’s Shadow


For some particularly malevolent hags, the
forest, the sea, and the darkest reaches of the
night don’t quite satisfy their malicious bent.
These hags seek out even more twisted
dwelling places, settling in regions steeped
with sadness and forlorn memories. These
hags, known as grave hags or tomb hags,
settle in mausoleums, crypts, and graveyards.
They prey on those who visit a grave for a
chance to reconnect with a loved one, and
these fiendish hags enjoy nothing more than
tormenting someone who has come to pay
their respects by playing mind games with
their victims.

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Mummies
The dreaded creatures of beneath the desert
sands, mummies haunt tombs, crypts, and
mausoleums, especially those in arid climates
or in regions that practice defecation before
burial.

Many mummies wander aimlessly, preying


upon those unfortunate enough to cross their
paths. Some, however, form organized
groups and delegate tasks to individual
mummies. These mummy groups specialize
into fighters, mages, and assassins.

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One mummy rose above all others in its creatures that are not undead. His
afterlife. The dread lord Ahten lurks below sarcophagus, where he rests, is in another
an old mausoleum in a graveyard, in a crypt similar room that is modeled after the throne
that hasn’t been seen for a hundred years. room that Ahten occupied during his life.
The human king Ahten ruled with the fist of The lair is otherwise a confusing network of
a tyrant during his living years, cunning, tunnels and trapped rooms with guards that
charismatic, and ruthless. When he finally range from specialized mummies to
died in battle a century ago, his most loyal animated armors and even a constructed
followers mummified him in a dark ritual. sphinx made of stone.
Ahten now bides his time beneath the town,
patiently waiting for the right time to strike. Lair Actions
On initiative count 20 (losing initiative ties),
Ahten’s Lair Ahten takes a lair action to cause one of the
Ahten’s lair is a sprawling crypt beneath an following effects; Ahten can’t use the same
ancient mausoleum. His heart resides in a effect two rounds in a row.
ceramic jar hidden away in one room riddled ➢ Each undead creature in the lair can
with magical traps designed to keep out pinpoint the location of each living

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creature within 120ft. of it until
initiative count 20 on the next round.
➢ Each undead in the lair has advantage
on saving throws against effects that
turn undead until initiative count 20
on the next round.
➢ Until initiative count 20 on the next
round, any non-undead creature that
tries to cast a spell of 4th level or
lower in Ahten’s lair is wracked with
pain. The creature can
choose another action,
but if it tries to cast the
spell, it must make a DC
19 Constitution saving
throw. On a failed save,
it takes 1d6 necrotic
damage per level of
the spell, and the spell
has no effect and is
wasted.
➢ One creature of Ahten’s
choice must make a DC 19
Wisdom saving throw or be
affected by the weird spell.
The effects last up to 1
minute, ending early if
Ahten chooses to end it as a
free action or if the creature
succeeds the saving throw,
which it can repeat at the end
of each of its turns.
➢ Ahten can reselect the spells that he
has prepared. He does not regain any
spell slots when doing so.

Ahten’s lair has all of the regional effects


described on page 229 of the
Monster Manual.

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Ahten’s Spellcasting infernal calling, legend lore, modify
Ahten is a 17th-level spellcaster. His memory, scrying, wall of stone
spellcasting ability is Charisma (spell save DC ➢ 6th level (1 slot): circle of death,
19, +11 to hit with spell attacks). Even though create undead, disintegrate*, flesh to
Ahten uses Charisma as his spellcasting stone, mass suggestion, programmed
modifier, he has knows following Cleric and illusion
Wizard spells. He can prepare 22 spells after ➢ 7th level (1 slot): finger of death*,
taking a long rest, or when his body reforms mirage arcane, symbol, teleport
after being destroyed. The ones with asterisks ➢ 8th level (1 slot): antimagic field,
are the ones that he typically has prepared dominate monster, feeblemind,
when he is in his lair. If he knows that living incendiary cloud, maze, mind blank*
creatures are in his lair, he casts mind blank ➢ 9th level (1 slot): invulnerability,
on himself. psychic scream*
➢ Cantrips (at will): chill touch, minor
illusion, thaumaturgy, toll the dead
➢ 1st level (4 slots): bane, cause fear, Night Riders
charm person, command*, disguise Those hunters who take the cover of
self, fog cloud (reskin as sand), inflict darkness upon themselves and wear it as
wounds*, ray of sickness, silent armor, who make steeds out of shadows and
image, sleep, witch bolt* ill dreams, whose very presence can strike
➢ 2nd level (3 slots): blindness/deafness, paralytic fear into the hearts of those travelers
cloud of daggers, calm emotions, unfortunate enough to pass near them…
crown of madness, darkness, detect those hunters are the night riders. Cruel men
thoughts*, earthbind, Maximilian’s and women with no morals to speak of may
earthen grasp, mind spike*, mirror become night riders through practice and
image*, misty step, Nystul’s magic dedication to darkness. Some night riders
aura, ray of enfeeblement*, form hunting parties together, working with
suggestion hellhounds and similar beasts to unleash
➢ 3rd level (3 slots): animate dead*, terror on the countryside. Other night riders
bestow curse*, clairvoyance, prefer working alone, singularly savoring the
counterspell*, dispel magic, fear, absolute terror they inflict on their prey.
gaseous form (reskin as sand),
hypnotic pattern*, major image, These fell riders follow in the hoofprints and
nondetection*, stinking cloud footsteps of the first night rider, a human
➢ 4th level (3 slots): arcane eye, blight, whose villainous deeds and soul filled with
confusion, conjure minor elemental, hatred led him to haunt the deepest depths
dimension door*, hallucinatory of dark, cold forests even after he was
terrain, locate creature, phantasmal decapitated by a paladin of Lathander. He is
killer*, sickening radiance* known as the Headless Horseman, and
➢ 5th level (2 slots): animate objects, though he hates everything living, he hates
cloudkill*, conjure elemental*, nothing more than the servants of the
dominate person, dream, geas*, Morninglord.

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plant. They expertly manipulate pumpkins
Pumpkin Lord and Jack o’Lanterns to protect their
A pumpkin lord keeps its company among homesteads, drive off monstrosities, or scout
rangers, druids, and others that embrace the out new territory.
magic of the wilderness. While druids turn
into animals and rangers are so in tune with
the land that they are almost a part of it, Pumpkin Monsters
pumpkin lords are masters of one specific Pumpkin lords are not the only creatures that
come from the pumpkin patch. Evil
pumpkin lords that delved into unholy
experimentation on these berries developed
a number of vicious pumpkin monsters,
which haunt gardens and forests alike. These
monsters prey upon passersby and farmers,
enveloping them with vines and devouring
them.

Drooling Jacks are dark parodies of pumpkin


lords, designed by evil mages to plague
farmlands. They are created by bonding the
corpse of a pumpkin lord - especially
pumpkinhead pumpkin lords - with the spirit
of a shadow demon.

Orange Maws, at first glance, look


indistinguishable from normal pumpkins.
However, they are anything but normal
pumpkins at close range. An orange maw will
lurk in a pumpkin patch for days on end,
waiting for the right time to strike at an
unsuspecting farmer. Though generally not
considered particularly sentient, orange maws
do show a great deal of cunning, and they
seem to relish the fear that they strike into
the hearts of their victims more than they
actually enjoy killing.

Pumpkin golems are lumbering constructs


created by witches and the like to guard their
valuable treasures, research, and lairs. They
typically follow very simple tactics, trying to
smash the biggest threat as quickly as they
can.

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Ravenbound Scarecrows
Dreaded servants of the raven queen, a As reclusive creatures made of sackcloth and
ravenbound warrior strikes terror into the hay, scarecrows often subsist by raiding
hearts of any who feel its shadow flit nearby farms for supplies. While scarecrow
overhead. raiders are incredibly important to the
survival of their kind, scarecrow shamen are
equally important. As scarecrows are
generally considered constructs, most healing
magic does not work on them. These
shamen, however, have determined methods
of healing even constructed creatures.

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Skeletons
The most common undead grunts of
necromancers and liches, skeletons are easy
to find and easy to animate. It is common for
even inexperienced practitioners of
necromancy to keep two or three skeletons
about as bodyguards.

Skeletons whose creators die are left without


a sense of purpose. They will either take to
marauding wantonly or they will guard an
area that was significant to their dead master,
such as its lair or its grave.

Skeleton Template
The stat blocks provided below are specialty
skeletons trained in particularly unique
methods of fighting that their skeletal nature
allows thme. Hwoever, any vertebrate
monster can become a skeleton. To alter a
stat block to create a new type of skeleton,
apply the following template to it:
➢ The monster’s type becomes undead,
and its alignment is usually lawful evil.
➢ It gains vulnerability to bludgeoning
damage and immunity to poison
damage.
➢ It gains immunity to the exhaustion
and poisoned conditions.
➢ It gains 60ft. darkvision.
➢ It cannot speak, but retains
understanding of the languages it
knew in life.
➢ The skeleton doesn’t require air,
food, drink, or sleep.

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Spiders
Almost universally reviled as hideous
creatures that represent darkness, poison,
evil, and schemes, spiders can also lurk in
nearly any environment. From damp
dungeons to arid highlands to coastal caves to
thick forests, monstrous spiders dwell in the
shadows and strike when they feel that they
can easily overwhelm unsuspecting prey.

Giant Trapdoor Spider


Trapdoor spiders are tarantula-type fuzzy
arachnids that dig burrows beneath the Psion Spider
ground, covering the entryway with webbing
Psion spiders are smaller than a copper
that they fill with leaves, dirt, and pebbles.
penny, but more deadly than most any other
When they sense nearby game approaching –
spider one might encounter. Incredibly
small rodents and the like – they lunge up
stealthy, and maliciously delighting in chaos,
from their hideouts to snare unsuspecting
psion spiders slip inside a person through the
prey, much like alligators at watering holes.
mouth, nose, or ear and burrow into a
Of course, giant trapdoor spiders ambush
creature’s brain, where they take control of its
larger game, like deer and wolves.
body.

Shadowbound Spider
Foul things lurk in the Underdark and in the
Shadowfell. Such dismal places give birth to
many grim monstrosities that are best
forgotten for the sake of a quiet life.
Shadowbound spiders have the innate ability
to gaze into their prey and instill in them
absolute terror. Terror, it is believed, makes
the prey taste better when devoured by a
shadowbound spider.

Skeletal Spider
Sometimes, an undead army of humanoids
just isn’t interesting enough for vile
necromancers, so they raise horrific corpses
of giant spiders to unlife as well.

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That
The boogeyman checks his closet for that at
night. That is a terrifying monster used
primarily in cautionary tales meant to frighten
children so that they will not venture outside
alone at night. Many adults will deny the
existence of that, but a select few know the
truth. That is very real indeed, and always will
be so long as children fear. Indeed, that is a
physical manifestation of fear itself.

Few know this secret, but That’s true name


is Nickledumb.

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Vampyrilich A vampyrilich’s phylactery has 50 hit points.
For some, immortality holds such promise It has an AC of 20 and is immune to all
that they will go to incredible lengths in order damage except radiant damage. It regains 10
to achieve it. This means pursuing all manner hit points at the start of each of its turns, and
of necromantic wizardry and studies, which can cast any cantrip, 1st, or 2nd level spell
often leads its pursuers down dark paths that the vampyrilich has prepared or last had
indeed. Sometimes, dark powers are awoken prepared before being destroyed. If the
by a wizard’s meddling, and the wizard may vampyrilich is not destroyed and its
be “blessed” with vampirism. Even so, the phylactery takes damage, it is immediately
greediest wizards don’t stop when they aware of this and can use its reaction to
achieve vampirism. Those with incredible teleport adjacent to the phylactery.
determination and patience uncover Vecna’s
ancient secrets, becoming lich lords on top of
their vampiric abilities. A Vampyrilich’s Lair
A vampyrilich likes to settle down in a place
Vampyriliches are the embodiment of all that both grand and defensible, all the better if the
is vile, selfish, and grim. By the time a person location was also known for its dark magic
has become both a vampire and a lich, they even before the vampyrilich took up
have destroyed all that might have once been residence there. While the vampyrilich lurks
good in their own souls. They have lived long in its lair, the region for miles around the lair
enough and studied the world enough that is warped by its malicious energy. The region
they truly and erroneously believe that the around the lair changes in the following ways:
world would be a better place subjugated, or ➢ There are considerably more bats,
destroyed, by their hands. rats, and wolves in the region.
➢ Plants within 500ft. of the lair wither,
To properly run a vampyrilich, read the and their stems and branches become
information about both liches and vampires twisted and thorny.
in the Monster Manual (on pages 203 and ➢ Shadows cast within 500ft. of the lair
297). In addition to the information provided seem abnormally gaunt and
there, you can use the following details about sometimes move as though alive.
a vampyrilich’s phylactery and lair to give it ➢ A creeping fog clings to the ground
unique flavor that is stronger than either the within 500ft. of the lair. The fog
lich or vampire individually. occasionally takes on eerie forms,
such as grasping, skeletal claws.

A Vampyrilich’s Phylactery The vampyrilich also exerts powerful control


A vampyrilich’s phylactery is often a small over its lair. On initiative count of 20 (losing
amulet or gemstone hidden deep within its initiative ties), the lich can take a lair action to
resting place. As the phylactery is the cause one of the following magical effects; the
vampyrilich’s last line of defense against lich can’t use the same effect two rounds in a
being completely destroyed, it is usually row:
heavily guarded with magic wards and ➢ The vampyrilich rolls a d8 and
undead minions. regains a spell slot of that level or

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lower. If it has no spent spell slots of Constitution saving throw, taking 70
that level or lower, nothing happens. (20d6) necrotic damage on a failed
➢ save, or half as much damage on a
➢ The vampyrilich targets one creature success. The apparitions then
it can see within 30ft. of it. A disappear.
crackling cord of negative energy
tethers the vampyrilich to the target. Fighting a vampyrilich in its lair is
Whenever the lich takes damage, the considerably more difficult than fighting one
target must make a DC 21 out in the open. A party that defeats a
Constitution saving throw. On a failed vampyrilich in its lair is considered to have
save, the vampyrilich takes half the defeated a monster of CR 26 (90,000 XP).
damage (rounded down), and the
target takes the remaining damage.
This tether lasts until initiative count
20 on the next round or until the
vampyrilich or the target is no longer
in the vampyrilich’s lair.

➢ The vampyrilich calls forth the
spirits of creatures that died in its
lair. These apparitions
materialize and attack one
creature that the vampyrilich can
see within 60ft. of it. The target
must succeed on a DC 21

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inspection, but spring to life the moment you
Weeping Gargoyle blink.
Many seasoned adventurers know not to turn
their backs on gargoyles without determining Weeping gargoyles are crafty creatures that
first if they are magical or not. However, like to hunt in packs, surrounding their prey
some heroes are unfortunate enough to so that, inevitably, their target will eventually
happen upon especially deadly gargoyles that be overcome.
appear completely nonmagical upon close

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Alternative Attack
If you are using XP in your campaign, you
can give the weeping gargoyle the
following alternative attack:

Energy Drain. Melee Weapon


Attack: +5 to hit, reach 5ft., one
target. Hit: 10 (2d6 + 3)
bludgeoning damage, and the
creature must succeed a DC 13
Constitution saving throw,
losing 3d10 x 10 XP on a
failed save, or ½ as much on
a successful one. The
weeping gargoyle gains
temporary hit points equal to
one tenth of the XP lost in
this way. If a character loses
enough XP that it no longer
has the proper amount of XP
for its character level, the
character loses class levels. It
loses hit dice (and reduces its
maximum hit points), spell slots,
and class features associated with
the level it previously had
achieved, until it is an appropriate
level for the amount of XP that it
has.

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Werewolves
The tribal warrior stands, tall and proud, on a
rocky butte jutting out over the treetops. She
sniffs the air, catching the faint scent of gnoll.
She growls in the back of her throat; these
demonic beings must be stopped at all costs.
She slinks into the darkness, preparing to
stalk these gnolls and ambush them in a rain
of javelins and a flurry of claws.

A gruff yet caring man, covered in unkempt


hair and bite marks, wrestles with two wolves.
To the outsider, it might look as though this
man is fighting for his life, but he is simply
playing with his pack.

Chains strain and manacles snap as the


monstrous creature that was once a half-orc
throws its head back and sends an ear-
splitting howl. Snarling, the vicious werewolf
then stalks through the shadows towards the
town that drove it out and chained it up.
Blood will be shed in retribution tonight.

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Witches
Skilled if reclusive weavers of occult magic,
witches are able to use their unique abilities
to shape spells in ways entirely different than
other casters. Witches from each of the six
covens are careful and cautious, preferring to
influence people behind the scenes rather
than engage in combat directly. When the
time comes, though, it would be a grave
mistake to think of a witch as incapable in
combat.

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Zombies
Brute force laborers employed by
necromancers and other mages that practice
dark magic, zombies can fill the role of
servant or infantryman. What’s more, some
zombies even infect living creatures with a
mere bite, creating more undead henchmen
for whatever necromancer may control them.

Zombie Template
Any creature that was alive at one point can
become a zombie. To create a zombie, apply
the following template to any creature:
➢ Its type becomes undead, neutral evil.
➢ Its speed decreases by 10ft.
➢ Its wisdom decreases by 2, its
dexterity decreases by 4, and its
intelligence and charisma decrease by
6 each. Its constitution increases by 6.
None of these changes can reduce an
ability score to less than 1.
➢ It gains proficiency in Wisdom saving
throws.
➢ It gains immunity to poison damage.
➢ It gains immunity to the poisoned
condition.
➢ It gains darkvision of 60ft.
➢ It understands the languages it knew
in life, but can’t speak.
➢ It gains the following trait: Undead
Fortitude. If damage reduces the
zombie to 0 hit points, it must make a
Constitution saving throw with a DC
of 5 + the damage taken, unless the
damage is radiant or from a critical
hit. On a success, the zombie drops
to 1 hit point instead.

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Afterword
There you have it, Strahd’s Manual of
Shadow! I hope that you enjoyed my first
The Arcane Academy
DM’s Guild publication. I have been creating The Arcane Academy is a large publication
homebrew content with my friends for many introducing several new subclasses, and yes,
years, but had never organized any of my new classes as well to bring to your D&D
thoughts together as comprehensively as I did game. These new classes include but are not
for this publication. It was a monumental limited to the Astronomer, who uses the
undertaking; when I started some three years power of astrology and cosmic entities, in a
ago, I had no idea it would take so much variety of unique ways; the Leader, a class
playtesting, legal technicalities, and redrafting with a new take on nonmagical spellcasting;
to get it published. and the Meteorologist, a class similar in
design to the Warlock but similar in
Yet here it is, in playable format (though of spellcasting utility to the Sorcerer.
course I will continue editing it as I hear
about balance issues that need to be The Astronomer will be released for free as
addressed). If you enjoyed this book, please an individual class sometime soon, likely
be on the lookout for more publications that before 2021.
I offer in the future!
D&D Histories
Here are several projects I have in the works: Have you ever wanted to set a campaign in
real-world history (or a fictional equivalent
More Spooky Shenanigans thereof)? Would you want to play a game
The Legend of Pumpkin Hollow, a where the PCs could spar with Gilgamesh or
Halloween-themed campaign setting book Beowulf, bring down beasts of legend such as
with several adventure modules for PCs Jörgunmundr, and go to war with the
levels 1-20! Assyrians or Alexander the Great?

(As this is a new campaign setting, I legally Well, get ready for D&D Histories, a series
can’t publish it on the DMs Guild, so look of mini campaign settings with rules for
for it on DriveThru RPG.) setting your game in such fantastic time
periods as Ancient Mesopotamia, the Aztec
Honathan Jarker’s Lost Journal, a sort of or Maya empires, or even the 1800s and the
appendix to Strahd’s Manual of Shadow with Conquest of Napoleon! Volume 1, Cradle of
new subclasses for WotC-published classes Civilization, will cover Mesopotamia and
and lore on vampires and other horrors! Egypt.

(As with The Legend of Pumpkin Hollow,


D&D histories will be on DriveThru RPG.)

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