Professional Documents
Culture Documents
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.
Afterword … 206
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
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,
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.
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.
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.
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.
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
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.
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.
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.
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.
True Flight
Prerequisite: 15th level
You gain a fly speed of 30ft, and can hover.
Familiar
You have a familiar, as described in
the find familiar spell. This
familiar can be a cat, crow, frog,
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.
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.
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.
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.
Quick Build
To quickly create an undead character from
1st level, use these suggestions. First, make
your highest ability score Strength or
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
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.
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
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.
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).
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.
Zombification
Additionally at 18th level, you can
cast zombification once, regaining
use of the spell after a long rest.
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.
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
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.
Extra Attack
At 5th level, when you take the attack action
on your turn, you may attack twice, instead
of once.
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.
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.
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
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
Magical Strikes
At level 11, your unarmed attacks count as
magical for the purpose of overcoming
damage resistance.
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.
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
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.
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.
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.
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.
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
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.
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
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.
Adjusted Stats
Use the following stat adjustments instead
of the ones granted you by the
typical folk hero or outlander
backgrounds:
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.
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.
Adjusted Stats
If you want to create a dreadsworn sailor, use
the following stat modifications:
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.
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)
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.
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.
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.
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.
Weapons
Here are a few new weapons that may come
in handy on your journeys through dark
haunts.
Chain Whip
Category: Exotic weapon
Damage: 1d8 bludgeoning
Properties: Heavy, reach
Cost: 30 gp
Weight: 6 lb.
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
You may use this feature one time, and this Mask of Life
item regains its ability at dawn. Uncommon mask
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.
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.
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
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.
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:
Exhausting Grasp
5th-level Necromancy Spell
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous
Gaze of Medusa
6th-level Illusion Spell
Casting Time: 1 action
Range: 30ft
Components: V, S, M (a snake eyeball)
Duration: 24 hours
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.
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.
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.
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.
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.
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.
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.
(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.