This began as a personal project wherein I updated the Ravenloft setting for Dungeons and Dragons 5th edition in
order to prepare for a future campaign. Very little needed to be done, in my mind. Races needed to be defined,
backgrounds tailored, and religions needed to match current domains. Beyond this, all that was necessary to run a
Ravenloft game was already in existence, found in the Players Handbook, Dungeon Masters Guide, and Monster
Manual that are all finally now published for D&D 5th.
As I began working, looking over old sourcebooks and new rules, I realized how much nostalgia I had for the old
setting. Ravenloft always captured my imagination. I experienced Light fighting an impossible war against nearly
all-powerful Darkness. There were tragic villains with more substance than the cackling madmen of so many other
game modules. The setting itself was so different than the medieval fantasy that dominated the landscape of
Dungeons and Dragons.
This document Ive put together is meant to put Ravenloft back in the minds of my fellow gamers out there. It is not
meant to be definitive and the new concepts are no more than one DMs view of what this world could be. Ive
compiled the useful rules for the setting out of the 5th edition books and done some of the legwork for those that read
on so that they can put their mind to storytelling and playing.
Included in this document are stolen pictures and more than a few plagiarized words. In a perfect world Id cite
them all and give credit where it is due, but as I am seeking no profit from this I dont see the need. What Id like
to say is a giant thank you, to the artist, writers, and fans who have carried the torch through the darkness in the
past years. This world I love would be less rich without you.
This document alone will not allow for the artful running of a Ravenloft game. First, 5th edition rules are
absolutely necessary. At least the Players Handbook. If you havent bought them yet, you should, as its the best
edition of Dungeons and Dragons in some time. You will also need to know Ravenloft itself, and for that I say
simply turn to the past. One of the benefits to 5th edition is that its quite easy to take any old module or setting
(from D&D to AD&D to 3rd edition or 4th) and simply overlay the new rules. The most useful books to me have
been the Ravenloft Campaign Setting and the Ravenloft Gazetteers put out by the Sword and Sorcery label for
edition 3.5. You can buy them used on Amazon or find them online on file sharing sites. Perhaps the greatest
resource for players and DMs might be fraternityofshadows.com which serves as the preeminent collection of
Ravenloft materials in my opinion. After stumbling upon them I thought to include more of their work in this, but
thought it would be doing them a disservice, so check out the site.
I hope this is of use.
-
Darkesthour
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Humans
Humans are the standard by which all other races must be measured. They form such a vast majority
of Ravenloft's population that many humans know the nonhuman races only through rumor or
legend. Humans fill every niche in society and represent a wide spectrum of cultures and ethnic
groups.
Some sages have pondered why humans are so
prevalent in the Land of Mists. Are the Dark
Powers drawn to some inherent spark in the
human spirit that other races lack? If so, it may
be this: every human holds the potential to
perform great good or to commit great evil and
can choose which path to follow. Humans are
the masters of their own nature; it is both their
greatest strength and their most fatal flaw.
Humans vary greatly depending on the Dread
Realm that they inhabit. Barovians are based
off of old Hungarian, Romanian, and
Germanic peoples of a vaguely defined era.
Falkovnia is based on medieval Germanic
military states. Humans from Borca seem
based on Renaissance era Italians. Darkonians
are a feudalistic fantasy culture that doesnt
correspond to any one place or time.
Human Player Characters
Ability Score Increase. Your ability scores each increase by 1.
Age. Humans reach adulthood in their late teens and live less than a century.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless
of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one extra language of your choice.
Humans typically learn the languages of other peoples they deal with, including obscure dialects.
They are fond of sprinkling their speech with words borrowed from other tongues: Gnome curses,
Elvish musical expressions, Dwarvish military phrases, and so on.
Optional: Human Variant
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Dwarves
Dwarves are a stout race, built as solidly as the mountains they call home. Their skin, typically a
light tan or dark umber tone, is coarse and often streaked with ore dust or soot, as dwarves take pride
in displaying the efforts of their labors. Hair and eye color, ranges from rust red to browns to black;
dwarven hair often turns silver or slate gray by adulthood. Dwarves prefer the same somber, earthen
tones in their clothing, often adorned with
precious metals.
The dwarven mindset centers on the forge
and family. They respect dedication in all
forms to hard work, to their clan, and to
codes of honor. A dwarf holds nothing so
precious as her family and nothing so
beautiful as finely worked steel. Dwarves
have little time for frivolity. Their music
consists entirely of dirges for their ancestors
or anthems of clan tradition. Other races
often view dwarves as dour and humorless
creatures but retain high praise for dwarven
craftsmanship.
Dwarves claim a spiritual kinship with the
earth itself. Some humans have distorted
this, believing that dwarves are actually
elemental spirits. Many human folktales
speak of dwarves who require a diet of gold and gems or who turn to stone if touched by sunlight.
Dwarven Player Characters
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Ability Score Increase. Your Wisdom score increases by 1. Your Constitution score increases by 2.
Age. Dwarves mature at the same rate as humans, but theyre considered young until they reach the
age of 50. On average, they live about 350 years.
Alignment. Most dwarves are lawful, believing firmly
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it w ere bright light, and in darkness as if it were
dim light. You cant discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance
against poison damage (explained in chapter 9 of DnD 5e).
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer,
and warhammer.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you
gain a level.
Tool Proficiency. You gain proficiency with the artisans tools of your choice: smiths tools, brewers
supplies, or masons tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin o f
stonework, you are considered proficient in the History skill and add double your proficiency bonus
to the check, instead of your normal proficiency bonus.
Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard
consonants and guttural sounds, and those characteristics spill over into whatever other language a
dwarf might speak.
Elves
Two seemingly unrelated elven societies exist in Ravenloft. The elves of Darkon tend to have dark
hair and eyes of green, violet, or gray. Elves from the domain of Sithicus all share the traits of silvery
hair and amber eyes.
Both groups share the elven traits of pointed ears, vulpine features, and lithe builds. Elves prefer to
dress in light, fine fabrics like silk or satin. Sithican elves prefer drab colors, but the fashion of
Darkonian elves is set by season: pastel greens and blues are worn in the summer, followed by
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yellows, oranges, and reds as the trees turn color in the autumn. During the winter months, the
Darkonian elves restrict themselves to black, white, or gray tones, to be replaced by an explosion of
colors with the coming of spring.
The "fair folk" are children of nature, respected by some humans but quietly feared by others. They
measure their lives in centuries and lack the sense of urgency that seems to drive humans. In times of
need, elves can react as quickly as any other race, but they see nothing wrong with dedicating
months or years to perfecting a sonnet, observing beauty, or engaging in the pursuit of pleasure.
Humans often call elves hedonistic and claim that they have only a bystander's understanding of
death. In fact, in some lands, elves are commonly thought however erroneously to be fey
creatures, immortal nature spirits merely aping the human form. More than one unfortunate elf has
had her immortality tested by the inquisitors of Tepest.
Elven Player Characters
Ability Score Increase. Your Dexterity score
increases by 2.
Age. Although elves reach physical maturity at
about the same age as humans, the elven
understanding of adulthood goes beyond physical
growth to encompass worldly experience. An elf
typically claims adulthood and an adult name
around the age of 100 and can live to be 750 years
old.
Size. Elves range from under 5 to over 6 feet tall
and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the
night sky, you have superior vision in dark and
dim conditions. You can see in dim light within
60 feet of you as if it were bright light, and in
darkness as if it were dim light. You cant discern
color in darkness, only shades of gray.
Keen Senses. You have proficiency in the
Perception skill.
Fey Ancestry. You have advantage on saving
throws against being charmed, and magic cant put you to sleep.
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Trance. Elves dont need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4
hours a day. (The Common word for such meditation is trance.) While meditating, you can dream
after a fashion; such dreams are actually mental exercises that have become reflexive through years of
practice. After resting in this way, you gain the same benefit that a human does from 8 hours of
sleep.
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle
intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are
famous among other races. Many bards learn their language so they can add Elvish ballads to their
repertoires.
Subrace. There are two primary types of Elves within Ravenloft. Though in other game settings, sub
races are largely based on cultural divides, that isnt the case here. Two types of elves from vastly
different worlds were brought to Ravenloft in large numbers, and though their descendants have
spread out through the dread realms, they retain just enough of their ancestry to possess certain
affinities. Outside of Sithicus and Darkon, however, there are few large communities of elves. There
also may be other slight variations in other domains (such as Athasian Elves floating on an island
well away from the Core).
Sithican Elves
Ability Score Increase. Your Intelligence score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, short sword, short bow, and
longbow.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spell
casting ability for it.
Extra Language. You can speak, read, and write one extra language of your choice.
Darkonian Elves
Ability Score Increase. Your Wisdom score increases by 1.
Elf Weapon Training. You have proficiency with the longsword, short sword, short bow, and
longbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage,
heavy rain, falling snow, mist, and other natural phenomena.
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Gnomes
Gnomes are spindly humanoids with tanned skin and wizened faces. They have fair hair and large,
sparkling blue eyes. Most humans find gnomes less threatening than other Non-humans simply due
to their small size, but humans remain wary of gnomes' reputed inborn magical powers and eccentric
personalities.
Gnomes prefer to wear comfortable clothes in bright,
primary colors, decorated with gem-encrusted jewelry that
would be gaudy by anyone else's standards. Gnomes possess
intense intellectual curiosity. They are fascinated by intricate
details, be they riddles or the fine cogs of a pocket watch.
Gnomes enjoy nothing so much as solving a difficult puzzle
building patterns out of chaos.
Gnomes often work as alchemists, gem cutters, engineers, or
clockmakers. Many gnomes also possess a wicked, morbid
sense of humor. Gnomes often pass the time by telling
macabre tales laced with irony, and they enjoy playing
practical jokes, particularly on anyone they consider too
dour. Gnomish practical jokes are usually remarkably
elaborate but are virtually never intended to cause the
recipient any true harm.
Gnome Player Characters
Ability Score Increase. Your Intelligence score increases by 2. Your Constitution score increases by 1.
Age. Gnomes mature at the same rate humans do, andmost are expected to settle down into an adult
life byaround age 40. They can live 350 to almost 500 years.
Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it w ere bright light, and in darkness as if it were
dim light. You can't discern color in darkness, only shades of gray.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving
throwsagainst magic.
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Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which
uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about
the natural world.
Artificers Lore. Whenever you make an Intelligence (History) check related to magic items,
alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of
any proficiency bonus you normally apply.
Tinker. You have proficiency with artisans tools (tinkers tools). Using those tools, you can spend 1
hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device
ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials
used to create it. You can have up to three such devices active at a time. (Device Options are listed
under Gnome in the DnD 5e Players Handbook).
Half-Elves
Half-elves are the product of rare love affairs between
elves and humans. Although half-elves inherit most
traits from their human parent, they often retain faint
elven traits: pointed ears, angular features, and green or
violet eyes. Half-elves have no communities of their own
and tend to adopt the prevailing human fashions of their
homeland.
Although half-elves are at risk in a few domains, such as
Falkovnia and Tepest, they do not face the same level of
animosity many other nonhumans do in human lands.
Half-elves are generally pitied by both humans and
elves; some even consider half-elves mildly cursed by
their heritage. It is said that half-elves are doomed to
outlive their human loved ones and to grow old and die
before the eyes of their elven kin.
Half-elves find it difficult to maintain long-term
relationships. Forced into the life of an outsider halfelves often pride themselves on their iconoclastic nature.
Many pour their alienation and anguish into artistic
pursuits, becoming musicians or wandering bards. A few
even reject their given names, adopting dramatic titles like the Wind Haunter or the Deathseeker.
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Halflings
Halflings are tiny humanoids, easily mistaken at first
glance for human children. Halflings do possess a
childlike curiosity about the world around them,
which often expresses itself as wanderlust. Halflings
prefer simple, comfortable garb and avoid ostentation.
Halfling hair and eye color is usually dark brown.
Halflings are lucky enough to avoid most of the
animosity that other nonhumans face. With their small
size and lack of supernatural powers, halflings present
humans with little to fear. Humans respect halflings'
courage and general good nature sometimes to a
fault. Humans often treat halflings with goodintentioned condescension, believing that all halflings
are as innocent and harmless as the young children
they resemble.
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Some human bards claim that halflings were created when a powerful hag tried to purify a human as
an experiment, driving all the evil from his body. The experiment was a success, but the victim was
reduced to half his former size, the "evil half vanishing to none-knows-where. Halflings pay this
legend very little mind.
Halfling Player Characters
Ability Score Increase. Your Dexterity score increases by 2. Your Charisma score increases by 1.
Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her
second century.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and
must use the new roll.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is
at least one size larger than you.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than
yours.
Languages. You can speak, read, and write Common and Halfling. The Halfling language isnt
secret, but halflings are loath to share it with others. They write very little, so they dont have a rich
body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common
to converse with the people in whose lands they dwell or through which they are traveling.
Half-Vistani
Half-Vistani (or giogoto, in the Vistani patterna [see below]) are the result of a union between a
Vistana and a giorgio (any non-Vistani human). Unlike the other special races of Ravenloft, halfVistani are entirely human. However, the traits they inherit from their Vistani blood separate them
from normal men.
Love affairs between giorgio and the Vistani are often torrid and brief. The cultural rift cuts deeply,
so precious few giogoto ever grow up knowing both of their parents. Frequently, the Vistana parent
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moves on in the night, abandoning the child to the giorgio. Sometimes, a giogoto child is raised by
the tribe of its Vistana parent. In either case, the child may be cared for but is never truly accepted.
The giogoto's giorgio family may fear that the child will develop the peculiar talents of her Vistani kin,
and since the giogoto is not fully "of the blood," she finds herself unable to share entire worlds of
Vistani experiences.
Half-Vistani resemble their Vistani parents, often
inheriting their angular and aquiline features, eyes
and hair of deep brown or black, and dusky or olive
complexions. Of course, giogoto often exhibit traits
of their Giorgio heritage as well. A giogoto can
conceal her Vistani heritage, fooling giorgio with a
successful Disguise check (considered minor details
only). Such tricks fail against true Vistani, however,
who can identify those who are "of the blood" with
but a glance.
Giogoto are caught between two worlds; giorgio treat
them like Vistani, and the Vistani treat them like
giorgio. A giogoto's outlook toward nonhumans
usually mirrors that of his homeland. It is not
uncommon, however, for half-Vistani to be more
accepting toward other "unwelcome" creatures.
Player Note: It is not recommended that players unfamiliar
with Ravenloft select a Half-Vistani for play. The Vistani
have a rich culture and mythology within the setting. If a
player wants to go ahead anyway, and the Half-Vistani is
embracing their Vistani side, it is best to consider these
people semi analogous with our own Gypsy myths. Why
cant you play a full blooded Vistani? They are as linked to
Ravenloft in some ways as the Darklords themselves, with
many strange abilities brought on by their tie to the land. This makes them a bit too powerful and unique to be
played.
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Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless
of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Awareness. Half-Vistani gain a free proficiency in Insight or Perception.
Between Two Worlds: Half-Vistani gain advantage on saving throws versus Divination magic.
Vistani Sight: Vistani blood carries with it great power that manifests in varied ways (visions, curses,
and more arcane abilities). In humans that can only claim partial heritage there seems to be an oddly
common link to divinatory powers. You gain the Guidance cantrip. At 3rd level you gain the Augury
spell. At 5th level you gain the Divination spell. Both Divination and Augury recharge after a long
rest and both yield false answers on occasion (25% odds whenever the GM wishes). These abilities
are linked to Wisdom should a designation be required. (Uses of these abilities should be counted
separately from use of the spell itself in the case of Half-Vistani casters)
Languages. You can speak, read, and write Common and one extra language of your choice. This
extra language may be Vistani, which involves pattema (spoken language) and tralaks (trail symbols).
Half-Vistani typically learn the languages of other peoples they deal with, including obscure dialects.
Design Note: Attempting to recreate the Vistani using 2nd, 3rd, or 3.5 rules within 5e didnt seem right, nor did all
earlier descriptions seem to fit the human sub-race. Using other races as a template (as suggested by the DMG) I
came up with something that seems balanced. Only the Between Two Worlds ability seemed to go above and beyond
in terms of the amount/power balances of various races. I felt it was warranted given the general infrequency with
which it might come up, but you may choose to remove it for your campaign.
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The Clusters
HarAkir Ancient Egypt
Pharazia Medieval Palestine
The Shadowlands
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Languages of Ravenloft
This is a simplified list of the languages of Ravenloft. There may be other variations in varying domains,
but these have actually spread beyond borders. If DMs wish to use Ravenloft languages as opposed to
what is suggested in the PHB these provide an option. Also keep in mind that the Gnomish, Dwarven,
and Elven races all have their own tongues as well. My recommendation would be to allow players to start
with the language of the realm they are in, common, and one other language of their choice if they are
human. Races with their own languages start with this knowledge, the language of the domain they are in,
and common. If a background or something provides them with another language they can select it from
this list as well.
Common (Most other Places) English
Balok (Barovian) Romanian
Darkonese Latin
Falkovnia German
Forfarian (Forlorn) Gaelic
Lamordian Swiss
Mordentish French
Patterna Vistani (a mix of languages)
Pharazian Arabic
Rajian (Sri Raji) Hindi
Vaasi Nordic
Vos (Vorostokov) Russian
Backgrounds
Sage
Criminal
Urchin
Entertainer
Folk Hero
Hermit
The following Backgrounds might need to take into consideration the characters starting Domain:
Guild Artisan
Sailor
Noble
Soldier
Outlander
The missing background: Acoloyte. Priests are very different in Ravenloft and require a reworked
background specific to the setting. Acoloytes as they stand should not be used in a campaign that
starts in Ravenloft and intends to stay there. The reason is mostly one of flavor. The ability nor the
personality traits are completely problematic, but the assumption that faiths are large with huge
clerical bodies to serve doesnt work as well in this setting. Though faiths are shared and can be
broad in base, all religion is at a local level. There is no administrative body that governs a religion. It
mostly comes down to one priest, with one church, in one town. If youre starting in a town and
youre a cleric? Youre probably the only one or you the student of an elder member of the faith. A
modified version of the Acolyte, the Disciple, has been provided.
Backgrounds
Background Variants
Outlander: Solitary Outcast
Sometimes a person's soul is bound to a lonely life. The solitary
outcast lives on the borders look. ing into a world he cannot join always the observer and often the only one able to perceive and
understand. All solitary outcasts were marked in some fashion by
past events. Solitary outcasts have a purpose in their journeys: they
may hunt a deadly foe or seek a certain something they hope will
end a terrible curse. Often. They begin life abandoned and reared by
creatures of the wild or denied a home by virtue of their race or
some warped feature that marks them as different. Shunned by their
fellows, they yearn for acceptance, with the taste of bitterness and
resentment sharp on their tongues.
Charlatan: Manipulator
Only the most suave and seductive of nobles play me chess game of feudal politics like a true master.
Most often, a manipulator is a bard or aristocrat who has turned using other people into an art form.
Insidious and insightful, a manipulator can make for a great behind-the-scenes player whose fingers
are in every proverbial pie. Manipulators often become masters of discovering the secrets of others to
be used for blackmail, gaining an awareness of the contingencies of rivals, and spotting assassins in
their homes.
Criminal: Highway Rider
Dashing, romantic, dangerous - the highway rider embodies the echo of pounding hooves along a
moonlit forest and the mocking laughter or charming smile behind a silken mask. No mere brigand
or thug, a highway rider knows etiquette, style, and the rules of elegance. She gathers jewels from the
necks and fingers of nobility while charming them with poise and wit, steals important documents
from mounted messengers left in the dust, and sends fear into the hearts of the greedy. A master with
the pistol on horse or off, she is at one with her steed in fight or flight. In the ballroom, at court, or
in the shadows, she performs her tasks with uncanny grace.
Sage: Metaphysician
The student of metaphysics seeks not only to heal the body and mind, but also the spirit of her
patients. She struggles to master magic and the study of the supernatural as scientific endeavors. The
mysteries of the human mind, the physical sciences, and even reality itself are laid bare by the
metaphysician's insight. The metaphysician aspires to be more than human (or "more than a mere
Backgrounds
humanoid), holding himself to a higher standard of morals and ethics than those who do not
pursue his obscure studies. Metaphysicians are eager to share what they have learned with other
scholars, but sadly, the esoteric, pseudo-scientific, nature of their studies makes their discoveries
unfathomable to the common man.
Modified Backgrounds
Veteran (Soldier)
The veteran does not currently owe fealty to a feudal lord. Often they roams a domain finding it
difficult to settle down or return home from battles fought never quite able to fit in. Generally
speaking these are ex-soldiers who are currently outside of any rank, though they might be the squire
of a disbanded adventuring group or a former deputy to a sheriff. Regardless, they have left the
service of an employer, completed a tour in war, or have been dismissed by their lord.
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type of gaming set, vehicles (land)
Equipment: A trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set
of bone dice or deck of cards, a set of common clothes, worn wetstone, small tinderbox and a belt
pouch containing 10 gp.
Feature: Grit
The veteran has been in a fight or two in his day whether as part of an army or in some other martial
endeavor. The veteran can generally tell the quality of weapons and armor with a good look. He
knows where martial items are stored (where a lord may keep their armory for example). The
veteran will also have allies who were his brethren in arms that might provide him lodging or a
hiding place.
Veteran Personality Traits: Use the Soldier Table from page 140 of the Players Handbook. Tweak
results as needed.
Disciple (Acolyte)
A Disciple has found truth in one of the religions of Ravenloft and has chosen to live her life in its
service. She may not be a cleric or a paladin, but merely an adherent of any type of ability. In some
cases she may be more of a cultist, someone who is a complete zealot or utterly convinced of what
Backgrounds
the religion can do for them at the very least. Depending on the
domain as Disciple is in, the faith may be common, state
sponsored, extremely private, or even banned. A disciple knows
how to perform all the religious rites of their faith and has great
knowledge of the tenets of the faith. A disciple is likely to be able
to quote any religious text or idea theyve been taught over the
years. From the Priestess of Ezra at a small church in a backwater
region of Barovia to a vicious tax collector for the Church of the
Lawgiver, Disciples can take many forms in the Domains of
Dread.
Skill Proficiencies: Religion and one skill prized by your faith
Skills by Religion: Ezra (Insight), Hala (Nature), The Morninglord (Perception), The Lawgiver
(History), The Ancestral Choir (Performance), The Celtic Pantheon (Nature), Divinity of Mankind
(Medicine), Rajian Pantheon (Insight), The Eternal Order (Arcana), The Wolf God (Survival),
Zhakata (Intimidation), Erlin (Deception)
Languages: Two of your choice
Equipment: A holy symbol, a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of
common clothes, and a belt pouch containing 15 gp.
Wisdom of the Gods
Every Disciple has a mentor or ally who taught them of the faith or learned beside them. This
mentor would do nearly anything for their disciple, even those among religions with less good
aligned doctrine. Provided it is not foolhardy one of these allies can be called upon to assist the
disciple in nearly anything.
Faiths in Ravenloft are so localized and small, that every disciple has a strong knowledge of the
religious history of a region (even among other faiths). A disciple should be able to find holy
ground, no matter how ancient, and would recognize religious artifacts (and know their rumored
abilities) on sight. This ability is limited to regions that the Disciple is familiar with, therefore this
also comes with a slight bit of general area knowledge especially as it relates to the faith.
Disciple Personality Traits: Use the Acolyte Table from page 127 of the Players Handbook.
Tweak results as needed.
Backgrounds
New Backgrounds
Investigator
Archaeologists, freelance spies, bounty hunters, and law men are all types of Investigators. Unable or
unwilling to seek their answers in musty tomes like a Sage, an Investigator has to get as close as
possible to the information he seeks. The Archaeologist actually needs to be at an ancient site with a
relic in his hand. Bounty hunters must bring their targets in to their employers. Domains that
represent a pre-Enlightenment era might even have dedicated police forces with specialized detectives
who use their techniques to find the perpetrators of a crime.
Skill Proficiencies: Insight, Investigation
Tool Proficiencies: Calligraphers Supplies
Languages: One of your choice
Equipment: a set of calligraphers supplies, travelers clothes, a
map of the region, manacles or 50 feet of hempen rope, and 2 belt
pouches (one of which contains 10gp).
Feature: Investigative Contacts
An Investigator always knows other people in their field or even
contacts directly linked to their area of investigation. A detective
might a fellow law enforcement officials that may help, an
archeologist might know a local near where he is looking for
artifacts, and a bounty hunter may know a chatty innkeeper or
two. These contacts are always able to provide the investigator
with a clue or two that helps them on their way.
d8 Personality Trait
1. Ive seen the evil that lurks in the heart of society and it haunts me.
2. Im often insensitive to the emotions of others.
3. Curiosity may have killed the cat, but it hasnt killed me yet.
4. I believe that the punishment should fit the crime.
5. I pick things up and analyze them with the thoughtlessness of a child in a toy store.
6. Im always looking for the true intent of others, never believing its on the surface.
Backgrounds
d6 Ideal
1. Knowledge. There is no situation in which learning and knowledge does not benefit the individual or society.
(Neutral)
2. Justice. A justice and order are signs of a great society. (Lawful)
3. Responsibility. The only thing necessary for the triumph of evil is for good men to do nothing. (Good)
4. Freedom. No restrictions should be placed on knowledge or how it is gained. (Chaotic)
5. Power. Knowledge of a thing gives me power over it. Information is a key to all I desire. (Evil)
6. Dedication. I have found my purpose in life and I find meaning in it. (Any)
d6 Bond
1. I am strongly tied to the place I consider home and I try to hold on to its memory when Im not there.
2. Someone I know paid the price for my lack of insight and I struggle to make sure it never happens again.
3. I have unanswered questions that I will go to great lengths to have explained.
4. There are those in my life who have assisted me at great personal cost to whom I owe a debt that I may never be
able to repay.
5. There is a rival Ive not yet bested and it gnaws at me.
6. I come from a noble family, but the path Ive chosen in life has caused them to disinherit me.
d6 Flaw
1. I dont easily let things go and what I leave unfinished plagues my mind.
2. I can never fully trust anyone, as Ive seen what society is capable of.
3. I dont suffer fools easily and my disdain is palpable.
4. I cant resist demonstrating my insight and knowledge.
5. Ive felt such frustration and pain in my life that indulging a vice is my favored means of escape.
6. People who eschew reason, logic, and knowledge get what they deserve.
ReligionsofRavenloft
Religions of Ravenloft
Religion in Ravenloft is an interesting subject. Gods are brought in from other worlds and times. Some of
them catch on, and others do not. Below are religions that, while they may have an origin in another
faith, are quite unique to the setting.
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Ancestor Worship has caught on outside of Kartakass in many forms, but the Ancestral Choir is one
of the more popular religions of its kind. The fact that the religion seems to offer more hope than
most others, save perhaps the Morninglords faith, is often a balm to the soul in a dark world.
Combine that with the fact that many people see this faith as more tangible (you may have met the
people youre praying to) and one can see the appeal.
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The Rajian Pantheon (Kali Death, Life, Trickery | Tvashtri Knowledge, Light)
Sri Rajians worship a wide variety of deities with such complex
relationships that it is often difficult for outsiders to understand their
religion. One of the most basic tenets of the Rajian belief structure is
reincarnation. They believe that the mortal world is one of pain and
suffering to be endured by countless births, deaths, and rebirths until
ones permanent soul has achieved perfection and can escape to eternal
paradise. The two most significant gods of the pantheon are Kali and
Tvashtri. Kali, the Black Mother, is goddess of both destruction and
creation. She revels in the destruction she causes, yet creates life from
death. Her cult, the Dark Sisters, offer up a human sacrifice to her on
a daily basis, the ritual overseen by their leader, Arijani. Tvashtri, the
god of industry and invention, has both a city and a university named
after him. His namesake university may be the greatest center of
learning in the Land of Mists, and also the most remote.
ReligionsofRavenloft
donated to the priests of the great Temple of Zhakata, who deduct Zhakata's share, then dole out
the rest back to the starving populace in meager portions.
Buying or selling food is a religious of-fense. Obesity is an act of sacrilege. The people of G'Henna
continue to make their painful sacrifices to Zhakata in the desperate hope that someday they will
indeed appease him. On that legendary day, Zhakata will walk G'Henna in physical form and
transform himself into Zhakata the Provider.
Generations of G'Hennans have starved themselves to death in the hopes of someday earning the era
of plenty that would follow. In G'Henna, people observe no difference between civil and religious
law. Clerics of Zhakata eat well, taking the best of the daily dole, and their word is law. However, all
clerics must still deferto the commands of Zhakata's high priest, Yagno Petrovna.
Erlin [Nerull] (Death, Trickery)
This Gundarakite death god was both sanctioned and encouraged by Duke Gundar when he ruled
the lands that were once Gundarak. He is believed to be a very ancient deity, perhaps a corruption of
Irlek-Khan, the demonic entity worshipped by the Neureni hordes who once conquered Barovia
eons ago. He is portrayed as a trickster who created death as a deception, and delegated his duties to
a host of demons. His neglect of his duties allows the dead to escape, thus creating the undead.
Worship of Erlin nearly disappeared when Strahd von Zarovich annexed Gundarak in the aftermath
of the Great Upheaval, but has recently been cast by the Gundarakite rebels as just one more element
of Gundarakite culture being systematically crushed by Barovian oppression. Erlin might have only
served as a political symbol if not for the rebel Emanuel Maryszkas who, in 754 BC called upon the
power of Erlin to save him from the Barovian militiamen giving him chase. His calls were answered
when waves of unholy fear swept over his pursuers. Emanuel is now the leader of the cult of Erlin in
Barovia, and is seeking an alliance with the greater Gundarakite rebellion movement.
ReligionsofRavenloft
When a cleric enters Ravenloft from another world, she immediately feels a hollowness slip into her
heart, a void that the strength and compassion of her deity once filled. Although clerics continue to
receive the blessings of their divine patrons, they no longer feel their gods at their side. This absence
often causes clerics new to the Land of Mists to suffer crises of faith or pass through periods of deep
depression.
For natives of the Land of Mists, this remoteness is perfectly normal; they expect the gods to be
distant and inscrutable as a matter of common sense. Some clerics in Ravenloft claim to be the direct
vessel of their respective deities, but these folk are widely regarded as madmen and false messiahs.
Without the gods' watchful eyes to monitor all that is said and done in their name, many imported
religions experience a "theological shift." As godly legends are passed from one mortal to another,
religious teachings often adapt to their new homelands, or even evolve to suit the specific needs of
powerful clerics.
Tales even exist of clerics who betrayed the core beliefs of their faith yet kept their divine powers. As
an example, rumors insist that the grand religion of the Shadowlands, dedicated to the neutral good
deity Belenus, is actually steeped in evil practices. Why are the gods withdrawn? Why do they watch
in silence as mortals slowly twist their teachings? It may be that the Dark Powers intervene between a
deity and its faithful, warping the flow of divine magic.
Ravenloft's theologians have identified one belief that appears in many forms, across many faiths.
This belief, which strains mortal comprehension, claims that the gods respect an unspoken pact with
the faceless masters of Ravenloft. The gods are not to directly interfere in the ways of Ravenloft's
mortals, and the Dark Powers are not to meddle in the ways of the gods. Of course, these collected
slivers of a legend fail to explain how the Dark Powers could enforce this pact surely they are not
as powerful as the combined might of all the gods of the worlds.
One final theory is even more extreme. It holds that the Dark Powers have severed their realm from
the ministrations of the gods entirely. According to this theory, when mortals in the Land of Mists
pray t their gods, it is the Dark Powers that reply. Some madmen and heretics claim that a few gods
worshipped in Ravenloft gods who continue to answer the prayers of their clerics are long
since dead. They even insist that some of these gods simply do not exist and never did.
Rules
RULES
As I begin to detail new rules that may help with this system, its important to speak of my
methods. First and foremost, this is done with 5th Edition in mind. For those of you that
have looked at these rules one thing should be clear: simplicity is the key. Charts and tables
have always been a part of Dungeons and Dragons. Complex rules for new scenerios and
settings have been as well. Things have changed. Those who wrote 5th edition DnD have
paid close attention to what indie games have been doingand thats mostly putting
Roleplaying (capital R) back into the RPG.
So, when DnD finally puts out their new edition of Ravenloft (heres hoping) or the next fan comes along and writes
a guide like this, maybe youll see some real crunchy mechanics. Not here. As a matter of fact, in addition to keeping
things quite simple, Ill address some old notions about Ravenloft and explain why they might just bog your game
down and how they can be addressed.
I.
The Divine
Early editions felt a need to take abilities away from clerics and paladins (who would be
extremely rare in Ravenloft anyway). One idea that was constantly brought up was the concept
that such faithful individuals shined like a beacon in the darkness and pretty much alerted
entire domains to their presence. There is an easy way to simulate this without going over the
top. When a player character uses Channel Divinity for any of the classes that provide the
Rules
ability, allow any being native to the domain with a strong tie to the Dark Powers (such as a
Dark Lord) a Perception test to notice and have a general idea where the wielder of divine power
might be. Use any difficulty number you like, but 25 Character Level seems like a good idea to
me. If the creature is within a 300 ft. radius feel free to give it advantage on the roll. If it is in the
middle of something else (like eating someone or performing a dark ritual) or far away, give them
disadvantage on the roll.
II.
III.
IV.
Rules
Rules
Ravenloft Toolkit
(Rules reprinted for convenience from existing sources including the 5th Edition Players Guide, Dugeon Masters
Guide, and Monster Manual)
FIREARMS
Firearms are of course optional, but many of the Domains in
Ravenloft are at a Renaissance level of advancement, if not just barely
Pre-Enlightenment. Though Darklords are able to control so much
of their realms over the centuries, technology and thought slowly
cross the borders from one land to another. This is why, for example,
Barovia is stated to be a late-medieval domain, but so much of it feels
like a more gothic version of a renaissance domain. Nevertheless,
Firearms will be completely dependent upon your current setting of
play and the will of the GM. They can just as easily be ignored as
included. If you wish to add them, here are a few rules.
PROFICIENCY
It's up to you to decide whether a character has proficiency with a firearm. Generally, it may be best
to keep the idea that no one begins play proficient in these weapons. During their downtime,
characters can use the training rules in the Player's Handbook (5th Edition) to acquire proficiency,
assuming that they have enough ammunition to keep the weapons working while mastering their
use.
PROPERTIES
Firearms use special ammunition, and some of them have the burst fire or reload property.
Ammunition. The ammunition of a firearm is destroyed upon use. Renaissance and modern firearms
use bullets.
Reload. A limited number of shots can be made with a weapon that has the reload property. A
character must then reload it using an action or a bonus action (the character's choice).
GUNPOWDER
(Eventually if you allow for gunpowder, a character might acquire enough to make a bit of noise. Here are
some rules for the inevitable use of gunpowder explosives. Though keep in mind, gunpowder is as rare as
the GM wants it to be. Just because the players have the coin doesnt mean their location has the surplus.)
Rules
Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into
a bomb. Gunpowder is sold in small wooden kegs and in water resistant powder horns. Setting fire
to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10
feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves
the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright
light in a 30-foot radius and dim light for an additional 30 feet.
FEAR
When adventurers confront threats they have no hope of
overcoming, you can call for them to make a Wisdom saving
throw. Set the DC according to the circumstances. A
character who fails the save becomes frightened for 1 minute.
The character can repeat the saving throw at the end of each
of his or her turns, ending the effect on the character on a
successful save.
Rules
HORROR
Horror involves more than simple fright. It entails revulsion and anguish. Often it arises when
adventurer see something completely contrary to the common understanding of what can and
should occur in the world, or upon the realization of a dreadful truth.
In such a situation, you can call on characters to make a Charisma saving throw to resist the horror.
Set the DC based on the magnitude of the horrific circumstances.
On a failed save, a character gains a short-term or long-term form of madness that you choose or
determine randomly.
MADNESS
In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they
inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If
your campaign has a strong horror theme, you might want to use madness as a way to reinforce that
theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
GOING MAD
Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as
contact other plane and symbol, can cause insanity, and you can use the madness rules here instead of
the spell effects in the Player's Handbook. Diseases, poisons, and planar effects such as psychic wind
or the howling winds of Pandemonium can all inflict madness. Some artifacts can a lso break the
psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.
MADNESS EFFECTS
Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose s hortterm madness, which lasts for just a few minutes. More horrific effects or cumulative effects can
result in long term or indefinite madness.
A character afflicted with short-term madness is subjected to an effect from the Short-Term
Madness table for ldlO minutes.
A character afflicted with long-term madness is subjected to an effect from the Long-Term Madness
table for ldlO x 10 hours.
A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness
table that lasts until cured.
Rules
CURING MADNESS
A calm emotions spell can suppress the effects of madness, while a lesser restoration spell can rid a
character of a short-term or long-term madness. Depending on the source of the madness, remove
curse or dispel evil might also prove effective. A greater restoration spell or more powerful magic is
required to rid a character of indefinite madness.
MADNESS CHARTS
Rules