RAVENLOFT PLAYER’S COMPENDIUM
by Jeremy Forbing – Version 1.01
This document provides subclasses, feats, and LEGAL NOTICE
other character options for Ravenloft campaigns. This work contains material that is copyright Wizards of
the Coast and/or other authors. Such material is used with
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Dungeon Masters Guild.
guide to each of the Domains of Dread. As
All other original material in this work is copyright 2020
always, work with your DM to decide which by Jeremy Forbing. It is published under the Community
Content Agreement for Dungeon Masters Guild.
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Art Assistance: Bryan Holmes
Cover Art: Dean Spencer
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Special Thanks: M.T. Black; Hiten Dave; R P Davis; Anthony Joyce; Celine Massuger (and Isaac & Owen)
1
Table of Contents
Chapter 1: A Guide to the Domains of Dread.................................3 Paladin Fighting Style Options ................................................... 97
The Domains ...........................................................................................5 The Ranger................................................................................................ 98
Rumored Domains .............................................................................. 18
Points of Darkness: Newly Uncovered Domains................ 19 Corsair ...................................................................................................... 98
Deep Dweller...................................................................................... 100
Chapter 2: Lineages .................................................................................20 Justicar.................................................................................................... 102
Creating Your Character.................................................................20 Ghostwalker ........................................................................................103
Gloom-Touched..................................................................................20 Mooncaller ............................................................................................105
Half-Golem .............................................................................................22 New Favored Terrain Options .................................................. 106
Shade ........................................................................................................ 25 Ranger Fighting Style Options.................................................. 106
The Rogue............................................................................................... 108
Chapter 3: Subclasses & Class Options ........................................28 Acrobat.................................................................................................. 108
The Barbarian...........................................................................................28 Alleyblade ............................................................................................ 109
Path of the Flame Warden.............................................................28 Glamourist ..............................................................................................111
Path of the Implacable Juggernaut............................................. 30 Scholar .....................................................................................................113
Path of the Ravager .......................................................................... 32 Tomb Robber.......................................................................................115
Path of the Reaper ............................................................................. 33 Enhanced Expertise Options ........................................................116
Path of the Shadowcursed ............................................................ 35 The Sorcerer .............................................................................................118
Path of the Wind Walker.............................................................. 37 Alchemical .............................................................................................119
The Bard ..................................................................................................... 38 Ancient Artifact ..................................................................................121
College of Destiny............................................................................. 39 Pale Master .......................................................................................... 122
College of Intrigue............................................................................ 40 Reanimated...........................................................................................125
College of Resistance .......................................................................41 Seer of Spirits ..................................................................................... 128
College of Testaments ....................................................................42 New Metamagic Options..............................................................129
The Cleric ..................................................................................................45 The Warlock...........................................................................................130
Defier Domain ......................................................................................45 New Pact Boon Options................................................................130
Exorcism Domain................................................................................47 The Architect of Order .................................................................. 133
Hearth Domain.....................................................................................48 The Dark ................................................................................................135
Prophecy Domain...............................................................................49 The Monarch of Beasts...................................................................137
Pyre Domain........................................................................................... 51 The Realmbound Tyrant...............................................................139
The Druid...................................................................................................54 The Wyrd Coven ............................................................................140
Circle of the Equinox........................................................................54 New Eldritch Invocations............................................................ 143
Circle of the Skinchanger ............................................................... 56 The Wizard............................................................................................ 149
Circle of the Solstice ........................................................................ 59 Guild Wizardry................................................................................. 149
Circle of Standing Stones................................................................ 61 School of Mentalism ........................................................................152
The Fighter................................................................................................ 63 School of Nethermancy .................................................................153
Blade Dancer.......................................................................................... 63 School of Phosphoromancy........................................................ 154
Hedge Knight .......................................................................................64 School of Reanimation ...................................................................156
Lamplighter ........................................................................................... 66 The Artificer............................................................................................159
Errant Master.........................................................................................68 Eradicator...............................................................................................159
Mageguard ............................................................................................. 70 Salvager ................................................................................................... 161
Watcher on the Wall ...................................................................... 72 Vigilante ............................................................................................... 164
New Fighting Style Options ........................................................74 New Artificer Infusions .................................................................166
The Monk................................................................................................... 75 The Blood Hunter..................................................................................167
Way of the Boundless Mind......................................................... 75 Order of the Witchbreaker..........................................................167
Way of the Faceless ......................................................................... 77 New Blood Curses ............................................................................172
Way of the Incarnate Ancestor.................................................. 78 New Fighting Style Options .......................................................173
Way of the Sightless Strike........................................................... 81 Chapter 4: Feats....................................................................................... 174
New Martial Stance Options........................................................82 Chapter 5: Spells.......................................................................................183
The Paladin ...............................................................................................84
Oath of the Apex ...............................................................................84
Oath of Blood....................................................................................... 86
Oath of the Borderlands..................................................................89
Oath of Defiance.................................................................................90
Oath of Inquisition............................................................................ 92
Oath of Ravenkind ............................................................................94
1
CHAPTER 1: A to part. At the same time, the people of the
domains experienced subtle changes in their
GUIDE TO THE inclinations, becoming less interested in places
beyond their homelands. For now, large-scale
DOMAINS OF mercantile expeditions or military conquests
from one domain to another have generally
DREAD come to an end. Each of these benighted lands
is more isolated than ever.
Ravenloft is the name of a castle in Barovia, but
to sages, it also lends its name to a number of Many sages associated these changes with
distinct yet connected realms, which some the magical experiments of the Wizard King of
sages are reluctant to call a world. These Darkon, the famed Azalin Rex. Recently, these
Domains of Dread are connected, however—by occult endeavors seem to have resulted in
the Mists that define and frequently invade Azalin’s disappearance, and the sundering of
their borders, by the dark evils that dominate Darkon into separate geographies.
them, and in past ages by continents and
clusters. Within the Mists, time and distance lose
meaning, and traditional navigation doesn’t
Taken together, these domains form a work at all. Yet travel through the Mists from
terrifying realm all their own. This Land of
Mists is a construct, woven from the hidden
fears of innumerable worlds, from Eberron to
the Forgotten Realms of Abeir-Toril, shaping
their realm’s reality to reflect their own
sinister sensibilities. Barovia was the first
Domain of Dread, but there are dozens or
more lands much like it—all once part of
another world, now drawn into the Mists by
the unknowable Dark Powers to become
places of relentless horror. Darklords like
Strahd von Zarovich rule each one of them,
cursed for their dark deeds to reign over a
domain that reflects their particular sins, but
which they can never leave.
Until recently, Barovia and many other
domains seemed to share a single landmass, a
continent with a mostly temperate climate
dominated by rugged, forested geography
known simply as the Core.
By the year 735, however (as described in
Van Richten’s Guide to Ravenloft), the Mists
and borders dividing the domains never seem
3
one domain to another is still possible. The Mistways, recording the domains they link as
most reliable means is a Mist talisman, a focal well as their reliability.
item that can lead the bearer through the Mists
to a particular Domain of Dread (as described in ECHO PATHS
Van Richten’s Guide to Ravenloft). Groups like
the Vistani and the letter-carrying Keepers of Rumors speak of another strange means of
the Feather have their own means of traveling traveling between domains, one even less
between domains as well. And for those willing reliable than the Mistways. Those who believe
to take the risks, there are the Mistways and in Echo Paths say that if someone has
Echo Paths. previously travelled between domains, if they
attempt to recreate certain details of a past
THE MISTWAYS journey, it will take them to the same
destination as before.
Adventurers and other perceptive explorers
have noticed that travel through the Mists, The requirements are allegedly quite
though unpredictable, isn’t entirely random. If particular. You must depart during the same
one enters the Mists from a particular part of a phase of the moon as they did during the
domain’s border. along the right bearing, one is original voyage. You must follow the exact same
often taken to the same location in another path in the same direction, stopping only in
domain. This is a far from a perfect means of places where you stopped the first time. And
travel, but it works more often than it doesn’t. you must carry at least one item on your person
that you had with you during your prior travel.
Previously, these so-called Mistways were Those who have used this method say it is more
solely used to travel between the continent reliable than the use of Mistways, and even
called the Core and the more isolated domains allows the traveler to take others along who
known as Isles of Terror or Clusters. Now, have never visited the intended domain.
however, most who seek them out are trying to
bridge the divide between domains that However, there have been some strange
previously shared a border. results. Visitors have returned to Darkon by an
Echo Path and reported finding the domain still
Far too often, Mistways fail, leading hikers, unified as it was before, with Azalin once more
caravans or vessels astray from their intended ruling from an intact Castle Avernus. They have
destination. For example, journeying due south gone to Lamordia, and found a domain that has
from the city of Paridon in Zherisia and into the not been enlightened by the illuminated science
Mists usually takes you to northwestern of Dr. Viktra Mordenheim, while a reclusive
Darkon. Yet sometimes, that same Mistway man with a very similar name conducts his own
takes travelers to southeast Kalidnay or eastern private research at Schloss Mordenheim.
Borca. Particularly insidious Mistways ground Another traveler barely survived an Echo Path
seagoing vessels suddenly on dry land; one voyage to Falovnia, where she found an even
route strands ships that sail the Nocturnal Sea more sadistic dictator, one Vlad Drakov, in the
in the sands of Har’Akir. midst of urgent preparations for an impossible
war against Darkon. One expedition found its
Some Mistways lead not only from one way to Sithicus, but found Nedragaard Keep
domain to another, but also back again. Others intact, still ruled by the death knight Lord Soth.
are a one-way trip. The wise traveler in Yet most domains seem to be the same whether
Ravenloft never assumes they can return the you visit them via an Echo Path, a Mist
way they came. Despite these troublesome talisman, or as a guest traveling with a Vistani
qualities, however, those who brave the Mists caravan.
have begun to studiously document the
4
THE DOMAINS by scorching storms and the underground is
ruled by alien intelligences. Underneath the
Even across the impenetrable Mists, tales of cyclopean peak called Mount Makab, a colony of
each domain filter between settlements. Visitors aberrant beings enslaves humanoids for their
to these many and varied lands verify some of eldritch experiments and conspires against the
the details in these stories, and lore about each very stars.
one is available to those willing to ask around or
perform diligent research. Borca
The info in this section was compiled by the Feuding aristocratic dynasties scheme to
famed monster hunter Ez d’Avenir from various dominate the government, commerce, and
sources, primarily the travel journals of a entertainment of Borca. The most powerful of
mysterious scholar referred to only as “S.” The these families is the Boritsi, but all of the noble
documents explain how this traveler was houses enjoy a hideous excess of wealth. It is
commissioned by Azalin Rex himself to make a beautiful land blessed with a hard-working
survey of the Domains of Dread. A note from
Alanik Ray indicates that “S” is currently a
student at the University of Dementlieu. Yet
intriguingly, most of her journal entries are
dated over 20 years in the future…
Arak
Sources disagree as to whether Arak is a
domain of its own or merely the “Underdark” of
Tepest—perhaps it is both. Either way, little is
known of the place, save that it is a dangerous
subterranean realm, inhabited only by drow
and/or evil fey.
Barovia
The accursed land of Barovia, has grown larger
in recent years, annexing the lost domain of
Gundarak. It remains a misty realm, where
populated valleys are isolated between
treacherous mountains and great wolf-prowled
forests. Local burgomasters exert as much
power as they can within their villages, but
absolute power lies in the hands of Count
Strahd von Zarovich, lord of Castle Ravenloft.
In fact, many locals believe their lord may be a
vampire or other immortal creature.
Bluetspur
The unearthly wasteland known as Bluetspur is
not merely inhospitable, but lethal and alien. It
was pulled into the Mists from some unnamed
world hostile to mortal life. The surface is razed
5
populace, but the peasants are brutally now burn their dead, lest they rise as undead at
oppressed by the nobles and their competing nightfall. Azalin’s rule was abetted by secret
intrigues. Its cultural center, the great city of police known as the Kargat, who still wield
Levkarest, is a perfect place to take in exquisite great power in great cities like Il Aluk and
works of art, enjoy opulent luxury, or get Martira Bay. In its heyday, Darkon also housed
yourself poisoned by a rival. larger populations of dwarves, elves, and
halflings than any other domain.
The Carnival
Dementlieu
Two silver pieces buys you entry to the Carnival,
a traveling domain capable of visiting other Many consider the temperate and prosperous
domains as well as worlds beyond the Mists. coastal domain of Dementlieu to be a bastion of
However, you’ll need to pay additional fees to civilization. It boasts of being the center of art
see the attractions of its Big Top, Sideshows, and culture for all the dread domains. Yet it is
and House of Horrors. A group of independent also said to be a land of secrets and hidden
traveling merchants follow the Carnival, and loyalties. The indomitable Duchess D’Honaire
wherever it stops they erect a traveling trade holds court and establishes the social pecking
bazaar nearby, the Litwick Market. order at an opulent event called the Grand
Masquerade. Hosted by the duchess in Port
Cyre 1313 (The Mourning Rail) a’Lucine, Dementlieu’s most magnificent city,
this weekly costume party is the axis around
In the world of Eberron, great elemental which the domain’s society revolves.
engines are used to pull long trains of cars
carrying passengers and cargo. This system of Falkovnia
transportation is known as the lighting rail. But
the last train to leave a doomed kingdom called A desolate military police state, Falkovnia is
Cyre never made it into neighboring lands. ruled by a truly bloodthirsty and sadistic
Rather, the unfolding magical disaster known mercenary commander, General Drakov. It is a
as the Mourning seems to have transported the realm of ruins surrounding Lekar, its last
train to the Domains of Dread. It travels from remaining city. Once, Drakov’s every thought
domain to domain, rattling through the was bent on conquering nearby domains, but
wilderness, never arriving at any destination. there is no longer any time for such ambitions.
Darkon Since around the same time Azalin
disappeared in Darkon, Falkovnia has been on
Once the largest domain, sprawling and diverse, the defensive. Every month on the new moon, a
yet orderly, Darkon has now been sundered into horde of undead descends on the domain,
separate islands in the Mists. Each night, the emerging from a different place to eradicate the
hungry Mists—known in Darkon as the Shroud, living. Every denizen is drawn into the battle
since they now behave differently here—roil and against this mindless foe. After each invasion,
expand, consuming a bit more of the four the population burns their dead and attempts to
remaining regions. These quarters—the Jagged rebuild, but they know their homeland is
Coast, the Mistlands, Lychgate, and Rexcrown— doomed.
are ruled by competing claimants to the legacy
of Darkon’s powerful wizard-king, the legendary The only thing keeping the Falkovnians from
Azalin Rex. The current cataclysm coincided abandoning the domain is the fear of Drakov’s
with Azalin vanishing, and since his tattooed soldiers, the Talons. Anyone caught in
disappearance, a golden star called the King’s any act of disobedience, including an attempt to
Tear hangs in the sky above. The locals must escape through the Mists, is impaled outside
Lekar’s walls.
6
Forlorn Hazlan
The tiny domain of Forlorn surrounds the Travelers from the Forgotten Realms recognize
smoking fortress Castle Tristenoira. Its the magocracy of Hazlan as a microcosm of the
dwindling population lives in hiding to fight off hellish nation of Thay, which has troubled all of
this accursed land’s main inhabitants, the Faerûn in various ways for centuries. It is ruled
devouring monsters known as goblyns. by the vengeful and tyrannical Red Wizard
Hazlik.
Ghastria
Scarred by years of unrestrained magical
A small, fertile island in the Sea of Sorrows, experimentation and destructive rivalries
Ghastria is home to the village of East Riding, between Hazlik’s apprentices, this domain is a
which merchants say is inhabited by roughly wasteland. In fact, constant exposure to unleash
six-hundred subjects ruled by a benevolent supernatural forces is ravaging the population
marquis. For some reason, the land lacks what and causing the entire domain to crumble.
one might call vigor or vim. The locals only However, it is also a place where unique and
seem to be going through the motions, existing powerful magic can be found.
rather than truly living. However, once a season,
some force infuses the island’s residents with a Har'Akir
lust for life.
In the harsh and arid desert realm of Har'Akir,
G'Henna settlements can only persist by depending on
four oases: the Muhar Oasis, the Red Oasis,
The arid land of G’Henna consumed by Sek's Tears, and the White Oasis. The extreme
religious zealotry. This theocracy was torn from heat is a greater threat than any monster, and
the Core during the cataclysmic events of the with few sources of water or food, mere travel
Grand Conjunction, and now, with all the across the desert sands is enough to kill
Domains of Dread even more isolated from unprepared adventurers.
each other, its residents spiral into despair.
The land is strewn with ancient pyramids and
The populace is devoted to the bestial god other monuments, especially in the City of the
Zhakata, whose favor they seek to end their Dead, a vast canyon of tombs. In fact, the
starvation. Yet one by one, they slowly succumb various tombs all connect below ground,
to the creeping fear that the god preached by forming a massive labyrinth built during past
the prophet who leads them will never appear golden ages, where priceless relics can still be
to relieve its suffering. found.
Gundarak The largest settlement is Muhar, a mud-brick
city near the oasis of the same name which
Sources conflict, but most indicate the realm of thrives despite the punishing climate. The
Duke Gundar is likely no longer a Domain of land’s natives, the durable Akirrans, have
Dread. Its lands have been annexed by Barovia, developed a rich culture centered around a love
making the Gundarakites new subjects of of music. They worship an unusual pantheon of
Strahd. However, some members of this new deities known nowhere else.
Barovian ethnicity are treated poorly by the
existing natives, partly due to past hatreds—like I’Cath
Barovia’s ancient foes, the Neureni invaders of
old, some immigrants from Gundarak worship a Those who have returned from this sprawling,
deity called Irlek-Khan, whom the Barovians labyrinthine city are quick to warn any would-be
believe to be a demon lord. visitors to stay away. Its windowless walls and
indistinguishable gray houses combine with
7
shifting geography to make it a nearly Invidia
inescapable maze. To make matters worse,
whole districts are regularly demolished and Despite its temperate climate and
rebuilt by wandering undead called jiangshi. picturesque landscape, Invidia is a land of hot
tempers and tempestuous passions, where the
The only exit is the Four Trees Gate, which land itself seems to inflame the emotions of
few have ever seen. In fact, most of the city’s visitors and natives alike. Most of the population
inhabitants spend both their days and their lives in bustling villages along the Gundar and
nights in an endless sleep. The few who wake Musarde Rivers. Grudges and feuds are quick to
find themselves starving in a city where erupt yet slow to fade among these hard-
precious little food can ever be found. working and independent people. The locals
greatly fear an enchantress called Gabrielle
On a hill in the center of the city stands a Aderre. Though the nature of her powers is not
palace, built from the bones of disobedient known, folk agree she is both powerful and
subjects by I’Cath’s ruler, the immortal wicked. Living in an estate outside the village of
sorceress Tsien Chiang. By day, her four cursed Karina, she is endlessly indulgent of her young
daughters wander the city. son, Malocchio, believing he is destined for
greatness.
Tsien originally came from the massive
empire of Shou Lung in the Forgotten Realms, Kalakeri
and centuries later her descendants founded
the Chiang Consortium, an important trading Treachery abounds in the war-torn rain forests
network in both Faerûn and Kara-tur. of Kalakeri, where rival forces struggle for
control. Adventurers who have escaped the
violent wilds tell tales of scavenging for bare
necessities and supplies while fighting for their
lives. Once called Sri Raji, these lands are
defined by the never-ending war between three
powerful personages—Ramya, Arijani, and
Reeva—who maneuver ceaselessly to determine
who will claim the Sapphire Throne.
Kalidnay
A city-state surrounded by lifeless desert,
Kalidnay was once part of the apocalyptic world
of Athas. Here, the reclusive sorcerer-king
Kalid-ma rules his suffering subjects from a
ziggurat palace. This reign is aided by the
Templars, an aristocratic secret police granted
spellcasting powers by Kalid-ma’s very
existence.
In these lands, the use of arcane magic drains
life energy from the surrounding area, and
reckless spellcasting has left the domain is
almost entirely barren, The scarcity of water
and food allows the Templars greater control
over the oppressed populace.
8
Kartakass Keening
This small domain has no large settlements, The ten-mile radius around Mt. Lament
only a few charming villages. Yet the bards of comprises the entirety of the haunted domain
Kartakass are renowned as the best performers known as Keening. It contains no living
in the world. Each village is led by a inhabitants, only an abandoned trade road, a
meistersinger, a sort of mayor who is also a powerful banshee, and the City of the Dead,
virtuoso performer. bustling with walking corpses who continue the
careers and pursuits they knew in life.
Many musicians from the other Domains of
Dread and beyond brave wolf-infested forests to Klorr
study under the meistersingers in the
competing backwoods towns of Skald and The name “Klorr” comes up in certain sources
Harmonia. The land is mostly rugged foothills related to the Domains of Dread, but research
rising to the nearby mountains. only yields the name of a watchmaker and
clockwork engineer, without any specifics as to
In the Kartakan hills, berries called a particular place or time.
meekulbern grow in overgrown, thorn-wielding
thickets. From these berries, the native brew Lamordia
meekelbrau, a potent alcoholic beverage for
which the domain is famous. This bitter The cold and bleak coastal realm of Lamordia is
concoction is said to relax the throat and a civilized barony inhabited by practical folk
sweeten the singing voice. with an equally practical worldview. Huddled
against the cold in their cosmopolitan cities, the
locals place little faith in deities or magic. In
this frigid land, great recent advancements have
been made in certain obscure sciences. Water
boiled in the sewers of the sophisticated city of
Ludendorf powers advanced clockwork
technology. The city’s leading social club, the
Syndicate of Enlightened Citizens, extols the
virtues of reason and seeks to eradicate
superstition. Flesh golems, homunculi, and
other constructs perform punishing tasks to aid
society’s progress. The professors at Ludendorf
University perform experiments many would
consider blasphemous or immoral, but they
refuse to let sentiment stand in the way of
discovery. The most lauded genius is the
secretive Dr. Mordenheim, owner of the isolated
castle, Schloss Mordenheim. The ruler, Baron
von Aubrecker, has not appeared in public for
years, but Lamordian Society remains orderly
and efficient. The terrain grows more rugged as
one moves inland, especially along the rocky
uplands. The Sleeping Beast mountains are
known for their glaciers and their warped,
disturbingly overgrown forests.
9
Markovia as a Domain of Dread. It has been suggested
that it may be tied to another domain that is
The largest known island in the Sea of Sorrows, known to sages, but this remains pure
Markovia is a lush and seemingly uninhabited speculation.
place which some scholars say was once part of
the continent known as the Core. Years ago, an The Nocturnal Sea
attempt was made by Lamordians to settle
Markovia, but the colonists vanished A body of water too wracked with storms and
mysteriously. clouds to be safely navigated, the Nocturnal Sea
is full of populated islands, many of which are
Mordent unmapped and have little contact with
outsiders. Near these islands, jagged shoals
The landed gentry who ruled this coastal lurk beneath the waters, posing a deadly threat
countryside domain vanished long ago, leaving to all but the most experienced mariners. The
only the benevolent Weathermay Family of sky above the Nocturnal Sea is perpetually
Heather House to govern. They are assisted by overcast, regardless of season, making celestial
each settlement’s mayor, appointed by local navigation impossible.
landowners. Each mayor appoints a sheriff and
magistrate. Peace is kept by members of ISLANDS IN THE NOCTURNAL SEA
volunteer town watches, alongside a special
order of detectives known as the Lamplighters Certain islands in the Nocturnal Sea have proven
(described under the Fighter section). Alchemy either interesting or profitable enough to spur both
and other sciences flourish here as well. the adventuresome and greedy to visit them, and to
keep seeking new lands across the sea and Mists. The
Despite its picturesque, pastoral landscape most noteworthy of the islands are:
and quaint towns, Mordent is home to far more
than its fair share of violent crimes (especially Vechor, a place of wild magic and madness that is
murders) and haunted houses. Perhaps this is the easternmost and largest island in the
why it is also the homeland of so many famed Nocturnal Sea;
monster hunters, such as the Weathermay-
Foxgrove twins and their uncle, the ranger Graben Island, 75 miles off the coast of Nova
George Weathermay. Vaasa, the second largest island in the Nocturnal
Sea, home to four insular villages and ruled by a
The Nightmare Lands wealthy merchant family of nobles who share the
isle’s name;
Rumors say that somewhere within the
Nocturnal Sea is a place known as the The Isle of Ravens, inhabited by many birds and
Nightmare Lands. This island reportedly is a one sorceress, who may have turned treacherous
point where dreams and reality intersect. So sailors into the titular ravens;
far, no mariner has been able to navigate to it,
although Captain Onid Rhelarian once claimed Knammen, immediately west of Graben,
to have sailed the famed scholars Rudolph van containing the small fishing village of Meerdorf;
Richten and Gregorian Illhousen there.
L'ile de la Tempete/The Lighthouse, is a ten-mile
Niranjan long kidney shaped island surrounded by the
world’s most treacherous shoals, filled with
No documentation on this domain was available unrecognizable fossils, and dominated by a
at the time of this writing. References to it do deceiving lighthouse;
not appear in any of the journals of the traveling
scholar called “S”, but a note from Ez names it Liffe, a large and well-inhabited island of rustic
farmers and musicians, with a deepwater port and
shipyards, ruled by the highborn bard Baron
Evensong;
Todstein, 60 miles east of Graben and forever
surrounded by icy storms, an island where no one
is known to have ever safely landed.
10
Nosos Odiare
The anarchic and overcrowded metropolis of The small city of Odiare (sometimes spelled
Nosos squats amid deforested wasteland. Here, Odaire, an error made so frequently it has
all of nature is smothered in garbage, poison, become official) was taken from a region known
and the smoke of a thousand chimneys. While as Italy in the mysterious plane some have
the affluent elite debauch themselves in endless called Gothic Earth. Children here have
masquerade balls, the pale and plague-ridden struggled to support themselves for years
commoners scrounge greedily among smog- without the aid of adults. Now they are
spewing refineries and burning coal mines. beginning to come of age, but live in fear of
what growing up could mean. They have been
Nova Vaasa trapped in this city, on their own, since an evil
construct murdered their parents. In churches
Named for the nation of Vaasa in the Moonsea where no sermons are preached, they offer
region of the Forgotten Realms, from which the prayers against the day when that terrifying
population and the uncaring feudal lords who construct returns.
rule them descend, Nova Vaasa is a place of
contradictions. Pharazia
Known for its many breeds of prized horses, Once a desert land of ruined cities, life-giving
Nova Vaasa consists primarily of a great grassy springs, and nomadic tribes, Pharazia is
plateau, the Vaasimark. Crumbling stone ruins rumored to have been destroyed. Others say it
and humble horse ranches break up the has merely been through such extreme changes
landscape. Broad rivers meander across the it is now unrecognizable. It is said to have once
steppes, cutting deep gorges through the shared borders with Har’akir and Sebua, as
plateau where they reach the Nocturnal Sea. part of a larger landmass called the Amber
Wastes.
Visitors are often surprised by the realm’s
stark class divisions and crushing urban Richemulot
poverty, and by the extravagant wealth of its five
noble families—the Bolshniks, Chekivs, Three urban communities divided by vast
Hiregaards, Rivtoffs, and Vistins—who own forests comprise the domain of Richemulot
nearly all property in the domain. Some nobles (pronounced REESH-muh-loh). All three are
have proposed reforms to aid the impoverished, known for their finely constructed sewer
but few of their peers pay any heed. systems. The landscape is largely undeveloped,
broken only by isolated cottages and farms,
Prince Othmar Bolshnik, the vain and because most of the domain’s population is
ruthless patriarch of the Bolshnik family, is the concentrated in its three large settlements:
current ruler of the land. Traditionally, Nova Pont-a-Museau, St. Ronges, and Mortigny..
Vaasa's leadership passed from the head of one Each family inhabits a large home or series of
noble family to the next every five years. buildings, as much as their numbers require.
Unfortunately, Othmar has not relinquished his Most homes have fallen into ruin or disreapir.
mantle in over twenty-five years, a fact that has The Richemuloise are not possessive or
caused undeniable tension among the five materialistic folk, and don't feel much
ruling families. Such is Othmar's military and attachment to the things they own. In fact, most
political power, however, that none dares of what they have was found abandoned. At
attempt to oust him. least a third of the buildings in each town lie
abandoned or in ruins. These ancient towns are
11
usually bustling with people, yet their many philosophies, and artistic spirituality. Yet all of
vacant houses, shops and other structures give this advanced civilization’s many unmatched
each an atmosphere of emptiness. Not even the achievements are threatened by a relentless
Richemuloise know why the places they now civil war between feudal rulers. The isles
call home were abandoned. The original surround the Great Mirror Lake, which is fed by
inhabitants who so cleverly built these silent clear mountain springs and named for its glassy
settlements remain a mystery. This seemingly surface. The islands' landscape is rugged yet
egalitarian realm claims to value intelligence, picturesque, offering frequent vistas of damp
guile, knowledge, and professionalism over evergreen forests, arching wood bridges,
material wealth, but corruption festers in sweeping mountainsides, and misty waterfalls.
labyrinthine sewers and behind the closed Each one of Rokushima Táiyoo’s islands is
doors of the elite. ruled by one of four shujin, warlike feudal
nobles who can each call numerous lesser
Rider’s Bridge vassal warlords to their banner. The shujin are
siblings, engaged in a ceaseless cold war with
This furtive, mobile domain manifests on one another over the birthright each feels they
whatever road the sinister Headless Rider were denied by their deceased father. This slow,
travels to pursue its next victim… smoldering conflict makes life hellish for the
shujin's subjects, with samurai dueling in the
Risibilos streets, uncontrolled organized crime, and
frequent incidents of sabotage of assassination.
Risibilos is a small domain, with most living on The shujin scheme against each other rather
the sides of a great rise that comprises the than governing, making the domain lawless
center of the realm. The slopes of this giant hill even at its most peaceful. Everything gets worse
are covered in farms and hamlets, and at the top when the unending struggle explodes into
is the town of Risibilos. All of the buildings outright warfare. As the shujin's armies
seem to droop or sag, as if worn by age. The slaughter each other in gruesome battles, they
native people are friendly, but dour and take villages, shrines, monasteries, and farms
humorless, displeased with their lot in life. At with them. The common folk can do little but try
the center of town, at the highest point, stands to survive. Rokushima Táiyoo is also known as
the castle of King Doerdon. They say once, the the Six Islands of the Sun, even though there
king outlawed laughter, but now the opposite is are only four isles. The Rokuma claim that the
true: all residents of the domain, save for the two vanished islands sank into the surrounding
king himself and his court jester, are required waters of the Poison Sea after their defeated
under penalty of death to start every sentence shujin were killed.
with laughter. After hearing each person you
meet begin their every utterance with a joyless Sanguinia
"ha ha ha," one begins to understand the
unhappiness of the folk who live here. Some the Sanguinia is a domain of jagged, frozen
king created the law under the influence of the mountains with treacherous slopes shrouded in
jester, who is described as human in some tales, primeval evergreen forests. Rugged
but in others as a ventriloquist’s dummy who outcroppings, bitter screaming winds, sheer
takes on fanciful identities and costumes. ledges, and avalanches that choke passes for
months at a time make travel a lethal challenge
Rokushima Táiyoo for all but the most hardened mountaineers.
The dizzying peak of Mount Radu is often the
A beautiful archipelago, Rokushima Táiyoo is
home to a sophisticated feudal culture known
for its precise traditions of diplomacy, ancient
12
only visible landmark. East of Mount Radu, the tables and several dressing rooms, a scenery
glassy surface of Lake Argus is pockmarked workshop where new sets are built and painted,
with holes carved out for ice fishing. Similarly, plus a poorly lit basement that stores a
Sanguinia itself is dotted with great standing bewildering array of props and costumes. While
stones, each with glyphs of mythic heroes and resident playwright Lemont Sediam Juste's
frightening behemoths. Whatever culture plays are said to employ predictable plots, the
erected these monuments is long gone, their performances themselves are astonishingly
fate a mystery to all. The current inhabitants are immersive.
rugged, plainspoken, and practical, eager to
celebrate life’s small victories. They live in Sebua
simple, thick-walled homes, masterfully
constructed to keep out the cold. Much grander The forsaken domain of Sebua is a desert
design is exhibited in Castle Guirgiu, the abode wasteland that shelters lost secrets and
of the hereditary ruler, Prince Ladislav Mircea. glittering evils. The sun scorches a landscape of
Spired turrets pierce the mountain air, and the trackless sand dunes, rocky flats, looming cliffs,
steep roofs of dark green slate are free of snow sandstone buttes, and natural arches. Scattered
and ice. Though only a low stone wall and oases barely yield anything but brackish water.
perpetually frozen moat guard Guirgiu, the No natives appear to dwell in this desolation,
locals are too terrified to approach. Young save the wild children of the ruins of Anhalla. In
Prince Mircea is known for his cruel changes of a sun-ravaged city of crumbling stone walls, lost
mood and his oddly casual attitude towards his children dwell in pitiful shelters of dried mud,
tyrannical rule. He is said to be incredibly having taught themselves how to survive in this
handsome, but also reclusive, and even those harsh place. Belligerent baboons dart through
subjects who claim to have seen him in the past Anhalla’s ruins as well, tormenting interlopers
haven’t laid eyes on him in years. with their screeching and thievery. Yet on the
outskirts of the rubble, intact stone structures
Scaena can be seen, a magnificent walled estate.
Travelers have reported hearing sweet music
Originally a theatre in Dementlieu, Scaena now and laughter floating over the walls, but none
appears in various cities at different times, in has ever glimpsed the festivities within and
the Domains of Dread and beyond. It consists returned. One oasis, known as the Red Oasis,
only of a single playhouse. Yet this performance bears an uncanny resemblance to the location
venue includes a tastefully-
appointed lobby, business offices,
many different levels of seating, a
gallery containing the
complicated system of ropes and
pulleys that moves the curtains
and scenery, catwalks and
trellises that provide for the
hanging of lanterns and other
lights, a deceptively deep wooden
stage, the area beneath the stage
where hidden trapdoors lead, a
comfortable green room and
backstage area with makeup
13
of the same name in Har’Akir. Folklore says The Shadow Rift
that both are the same Red Oasis, and that
when those who enter it in Har’Akir try to leave, The mother of all chasms, the Shadow Rift
they sometimes find themselves in Sebua. begins where the surrounding ring of land ends
in sheer cliffs, as if crumbling into nothingness.
The Sea of Sorrows Black fog swirling hundreds of feet below the
Rift’s edge hides whether there is any bottom to
Often known by alternate names (such as the the abyss.
Sea of Souls or the Sea of Secrets), the Sea of
Sorrows is a darkly cold and fog-bound sea. It is The Shadowlands
sparsely inhabited except for eerie beasts of the
sea, and so vast its far edges have never been Some scholars describe the Shadowlands as
mapped. In some places, it is choked with actually being two or three different domains,
debris and sargassum. In others, the surface is including the cursed and haunted forestlands of
a wine-dark expanse so devoid of landmarks Avonleigh and a single accursed house said to
one might fear sailing on forever. Daylight is be a domain all its own. Whatever the case, the
weak and sickly on the sea, while night is as destiny of all of the Shadowlands is known to be
black and oppressive as a tomb. Without stars tied to the deeds of noble paladins, especially
to guide them, sailors find navigation those of the Shadowborn family, such as the
exceedingly difficult, though wealthier captains legendary hero Kateri Shadowborn. Today,
have benefited from the magnetic compass in Alexi Shadowborn has founded a new
recent years. The sea has a reputation for being incarnation of his ancestors’ knighthood, the
haunted by ghost ships, particularly the Circle. Another heroic paladin, Elena Faith-
infamous pirate vessel Relentless. hold, is famed as the Knight-Protector of the
Province of Nidala.
ISLANDS OF THE SEA OF SORROWS
Sithicus
Though the Sea of Sorrows is vast and mostly devoid
of residents, some of the scattered islands in the Sithicus is a forest-bound kingdom of unfriendly
ocean are inhabited. The most prominent of those are: and fractious elves, ruled over by a hated
despot. The residents are supernaturally
Blaustein, a small island and village ruled by the haunted by memories of the past and seem
charismatic noble Bluebeard; destined for a bleak future. Sithicus was once
ruled by the infamous death knight Lord Soth
Demise, one of two sizable islands in the from Nedragaard Keep, a castle at the center of
Lamordian island chain called the Finger, is the domain. Then an event known as the Hour
dominated by a seemingly impassable labyrinth of Screaming Shadows changed everything.
made from white stone; Now, Nedragaard Keep is a crumbling pile of
rubble, standing on a solitary black peak. Before
Dominia, a tiny island, home to an asylum run by the vanishing of Lord Soth, the kingdom was
the world’s leading expert on mental disorders,Dr. administered in the death knight’s name by the
Heinforth; despised dwarf seneschal Azrael Dak. After the
former lord disappeared, Azrael became the
Vigilant Bluff, said to be a place where weary land king’s in name as well as deed. Natives of
travelers can find sanctuary—provided they other lands recognize most of Sithicus’s
show complete respect for the local faith and denizens as what they might call high elves,
customs. though they are often known to outsiders as
“hissing elves” due to their sibilant dialect of
Sailors’ tales say that the moonless, seaweed-filled
seascape of Saragoss can be found in the Sea of
Sorrows as well. Tales also say that this vast tangle
of marine vegetation surrounds the Wildlands, a
primal domain ruled by talking animals.
14
Elvish (the name Sithicus comes from this suspicious toward all other races and lands.
language, meaning “Land of Spectres”). Even human merchants who settled in these
Referring to themselves as the Silvanesti, the lands generations ago, who have married elves
natives wear clothes favored by elven cultures and raised half-elf children, are considered
of ancient times, but in drab colors. These elves lesser beings. Communities of even more
know little joy, and even their most beautiful xenophobic natives are hidden deep in the
creations are tainted by a sense of loss and domain's forests. Some are colonies of dark-
despair. Arms and armor are unpolished and minded wood elves, Others are villages of a
dented. Songs, poems, legends, and plays all tell violent and unique halfling subrace known as
of tragedy. Gardens are overgrown with weeds the Afflicted Ones. Both usually kill outsiders on
or made impassable by piercing thornbushes. sight. The very existence of the Afflicted Ones is
Disrepair befalls once-wondrous architecture, just a legend to most Sithicans, and the regions
blighting spiral towers of living wood with where they live are considered haunted by the
insect galls and rot. Yet crumbling settlements elves, who avoid them fearfully.
are still preferable to the savage wilds for
travelers, and even for most of the native elves. Souragne
Travelers tend to stick to the main roads that
lead to the domain's principal settlements, Har- The hot and humid domain of Souragne is a
Thelen, Hroth, and Mal-Erek. Outsiders are lush river delta choked with dark bayous and
treated with disdain or even hostility by the infested with alligators. The residents dwell in
Sithican elves, who remain haughty and two settlements, the eternally sinking Port
d'Elhour and Marais d'Tarascon, a community
15
where above-ground crypts outnumber the beneath the fairy tale surface, the fervor of
residences of the living. Many of those who witch-hunting and inquisition simmers, ready to
dwell here seek to placate the hungry spirits of boil over into confused accusations, hasty public
the swampland. Called Maison d’Sablet by the trials, and fiery executions.
Souragniens, the wooded swamp that covers
most of the domain stretches out like a languid Timbergorge
snake. Within the swamp is an infamous prison
run by a sadistic warden. If fey informants once questioned by the
Weathermay-Foxglove twins are to be believed,
Staunton Bluffs Timbergorge was once a forest valley in the
Feywild called the Green Quills. After the young
A line of sandstone cliffs divides the small, treant appointed to guard this place failed,
rainswept domain of Staunton Bluffs in half, allowing intruders to defile the woods and start
running north to south. The western region is a forest fire, the angry Archfey who claimed
flat and good for farming, with a few wooded these lands cast the Green Quills out of the
patches. Eerily fearless regiments of Feywild. Embittered and evil, the treant dwells
mercenaries sweep across this countryside, in the place still, seeking to slaughter the
burning villages and killing helpless peasant- werewolves he blames for his fall from grace.
folk. Their inexorable march is always towards Whether or not the tale is true, survivors of
Castle Stonecrest, the ancestral home of the accidental sojourns in the cursed place have
ruling Bleysmith family, which perches upon confirmed the presence of an evil treant waging
the highest of the cliff. war against werewolves. After pouring molten
silver over his jagged mouth to better kill
Tepest lycanthropes, the treant became known as
Silvermaw.
The forestlands of Tepest are said to resemble
the idyllic country-sides depicted in children’s Tovag
storybooks, though the land is prone to
powerful storms. The Timori Road crosses the The legend of the lich Vecna is known across
domain from east to west, hugging the sothern the planes, and an important part of that legend
shore of Lake Kronov near the domains center is the tale of Kas the Bloody-Handed. This
and providing a route through the mountains. vampire served as Vecna’s champion, until he
Two villages, Viktal and Kellee, house almost betrayed his master. Wielding the powerful
all of this domain's people. The folk here lead artifact that bears his name, the Sword of Kas,
humble lives, living in small, white-washed he met the lich in a battle that supposedly
cottages roofed with bundle of twigs and bark, destroyed them both—but the Dark Powers had
but they decorate their homes with bright colors other plans. Both were plucked away, and
and intricate floral patterns. The locals are further news of Kas was not recorded until he
united by their superstitions. They say they can was already the lord of Tovag. Aside from the
call on a benevolent forest spirit or deity called Burning Peaks and the Tamross River, this
Mother for aid. Yet most Tepestani also live in wasteland is nearly devoid of landmarks.
fear of the fairy creatures they believe hide Karsican Way joins Tor Gorak and the Fortress
under every rock and in every brook, some of of Kas, while three lesser roads lead out
whom are evil fey who kidnap the wicked. Yet through the mountain passes. Kas believes they
darker threats than these loom in the end in the domain of Cavitius, ruled by his hated
windswept mountains. When night falls, doors former master Vecna. He builds armies of
shut tight, and even herd animals are locked prisoner solders, led by undead commanders.
into sturdy, secure stables. Rumors say that They scour his land, capturing anyone they find
16
and forcing them to serve Kas as soldiers to pay with rubies and gold
alongside them. They also hunt members of the coins or to trade their coal, iron,
elusive Cult of Vecna. Eventually, all of these gun powder, or clockwork
armies march into the Mists to continue Kas’s devices. They are usually armed
war against the lich. Most sages report with rapiers and pistols.
however, that there is no longer any evidence Reportedly, whenever they cross
that Cavitius still exists. certain parts of the Nocturnal
Sea, these seagoing dragonborn
Ulbrion never fail to sacrifice a large
animal and toss the carcass over
Little is known of the fog-bound Ulbrion the side, along with an offering
archipelago, in the far north of the Nocturnal of their gold coins, bearing
Sea. It is only recently that sailors have inscriptions in Draconic and the
discovered a name for this place, which lies image of their queen.
somewhere between Todstein and Vechor.
What is known is that is home to a mysterious Valachan
race of draconic seafarers occasionally
glimpsed at sea. Believed to be a subrace of The domain of Valachan is the
dragonborn, the Ulbrionitans occasionally dock rugged home of the self-
their tall-masted sailing ships at ports in other sufficient Valachani people.
domains. They usually seek to acquire spices, Until recently, they were
magnets, citrus fruits, or olives, seeking either bedeviled by the supernatural
baron who ruled them, as well
as the White Fever that drained
their life and blood. However,
some reports indicate that the
baron, Urik von Kharkov, has been deposed and
possibly killed. Unfortunately, the same reports
also say that some new, dangerous force hunts
the Valachani jungle.
Verberek
Towering forests, misty hollows, overgrown
wetlands, and unnatural predators make the
wild domain of Verberek far more than a
treacherous backwater. Civilization is not
welcome here. In this land, the wolf is master,
and humans huddle in their isolated homes like
cowering prey. Even the leading religion is
worship of a dubious deity known as the Wolf
God. There are no villages in Verberek, only
small hamlets with a few families each. A circle
of roughly hewn stones, each twice as tall as a
man, stands at the domain’s center. The natives
know to avoid “the Circle” on nights of the full
moon.
17
The Vhage Agency Animals, including reindeer and goats, are
stabled inside residences so that their body heat
One of a rare few domains comprised of only a warms the household. The native humans,
single building, the Vhage Agency is also known as the Voros, not only face freezing
noteworthy as a domain adventurers actually temperatures and scant food stores, but packs
seek to visit on purpose. It is a good place to of ravenous wolves and the undead spirits of
find work as an occult detective, as adventurers those who have frozen to death in the woods.
with a more investigative bent are sought here. Most subsist on the bounty of the boyarsky
The woman who runs the business, Flimira hunters who roam the icy planes and frozen
”Flintlock” Vhage, tracks supernatural coniferous forests, ruling with an iron fist and
mysteries and esoteric crimes across the threatening rebel villages with starvation.
Domains of Dread, and
sometimes even gets wind of Zherisia
them from other worlds. She
hires adventurers to take on Some argue that Zherisia is
these cases, investigating the actually two domains: above
true nature of strange events ground, the lonely city of
and reporting back to her. The Paridon, and below, in its
Mists bring in operatives from expansive network of sewers,
adventurers from across the the horrors of Timor. Little is
Multiverse. Vhage has worked known of Timor, but Paridon is
with Mordentish lamplighters, a sophisticated metropolis torn
inquisitives of Sharn, members apart by popular anger and
of Waterdeep’s Force Grey, and political dissent. Massive
lawmages of the Azorius protests are a daily occurrence,
Senate’s Lyev Column, and driven by high taxes, shortages
demonstrated a surprising of food, and the fact that so
understanding of all their many citizens go missing each
techniques. The office itself is night. One traveler, stolen by
something of a mystery: once the Mists from the world of
one passes through the frosted glass door, Gothic Earth, has described Paridon as a
everything inside—including Vhage and the combination of two of her homeworld’s most
adventurers themselves—appears in politically dominant capital cities.
monochromatic hues of grey.
RUMORED DOMAINS
Vorostokov
Beyond the confirmed domains, rumors speak
Travelers from other domains have occasionally of many more, but many of these may only be
stumbled upon the “valley of eternal winter,” legends. Wild and wooded Farelle, forgotten
but Vorostokov remains secluded, a land cut off Arkandale, the mourned city of Metrol, Vecna’s
from the outside world by icy, forbidding peaks. rumored domain of Cavitius,, the Necropolis
In this vast and unsettled realm, stolen from the ruled by Death itself, the mountain-top fortress
continent of Cerilia in the world of Aebrynis, the of Skullcap, the vanished village of Tilverton,
desperate inhabitants of a dozen tiny, scattered Castle Spulzeer and the magic dagger
villages struggle to survive. The domain’s log Aggarath, the Gothic Earth boom-town of
buildings are long and low, single-room Tombstone—none of these can be confirmed as
structures that reek of pitch and pine resin. true Domains of Dread as of this writing.
18
POINTS OF DARKNESS: tiefling empire called Bael Turath and the
NEWLY UNCOVERED draconic Arkhosia), the silver dragons
DOMAINS Arantor and Imrissa attacked a tiefling
outpost called Monadhan, only to discover
Recently, a group of adventurers brought by the they were wiping out a camp of refugees.
Mists from an outlander realm have found their When the two dragons fell into fighting,
way to Darkon, seeking lore of the new world in Arantor killed Imrissa, only to find himself
which they find themselves. One of their claimed by the Mists as Monadhan's undead
number has joined Darkon’s Fraternity of darklord.
Shadows, and impressed them by bringing
much new knowledge—including legends of Another Nerathi city, Graefmotte fell in the
regions of their homeworld that, judging by a last battle before the empire's fall, and
number of well-documented details, seem to became a Domain of Dread after its lord
have been annexed by the Mists as their own killed his own son rather than see him
Domains of Dread. destroyed with the city.
One of the oldest cities in a human empire, Sunderheart, known as the pleasure garden
Darani was ruled by an evil emperor known of the empire of Bael Turath, was also the
as Magroth the Mad, until he was killed by ancestral home of the tiefling noble houses
the hero Krondor... then Krondor was Dreygu, Zannifer, and Khanebor. It was
murdered in turn by his own brother once called the City of Carousing, but now
Kalaban. The Mists this ruin is known as the City of Curses.
claimed the city and
returned it to the rulership
of the undead Magroth the
Mad.
In a place called the Nentir
Vale, Death of Innocence
was the last temple of
Nerull, the deity of the
dead, until Nerull’s rival,
the Raven Queen, sealed it
away from the outside
world.
Histaven (also called the
Withered Lands) is ruled
over by the self-deluded
tyrant Count Artius and
plagued by the constant
assaults of a wretched
avenger known as the Rag
Man.
During the war between
two empires now lost (a
19
CHAPTER 2: LANGUAGES
LINEAGES Your character can speak, read, and write
Common and one other language that you and
The existing D&D rules include a number of your DM agree is appropriate for the character.
fantasy race options when you build your The Player’s Handbook offers a list of
character, and Van Richten’s Guide to Ravenloft widespread languages to choose from. The DM
also introduced the concept of lineages, which is free to add or remove languages from that list
can be a part of character creation or an option for a particular campaign. If you are replacing
you choose to add to your character later. This your race with a lineage, you retain any
chapter presents three new lineage choices for languages you had and gain no new languages.
characters in your campaign: gloom-touched,
half-golems, and shades. CREATURE TYPE
When you’re making a new character using Every creature in D&D, including every player
one of these new lineages, use the rules below character, has a special tag in the rules that
under “Creating Your Character” to fill out your identifies the type of creature they are. Most
character’s details. player characters are of the Humanoid type. A
race option presented here tells you what your
CREATING YOUR character’s creature type is.
CHARACTER
List of Types. Here’s a list of the game’s
At 1st level, you choose whether your character creature types in alphabetical order: Aberration,
is a member of the human race or of one of the Beast, Celestial, Construct, Dragon, Elemental,
game’s fantastical races. Alternatively, you can Fey, Fiend, Giant, Humanoid, Monstrosity,
choose one of the new race options in this book, Ooze, Plant, Undead. These types don’t have
or one of the following lineages. If you choose a rules themselves, but some rules in the game
lineage, you might have once been a member of affect creatures of certain types in different
another race, but you aren’t any longer. You ways. For example, the text of the cure wounds
now possess only your lineage’s racial traits. spell specifies that the spell doesn’t work on a
When you create a character using a lineage creature that has the Construct or Undead type.
option here, follow these additional rules during
character creation. Having More Than One Type. Some
creatures are of more than one creature type. If
ABILITY SCORE INCREASES an effect works on at least one of a creature’s
types, that effect can work on that creature. For
When you determine your ability scores, example, if you are both a Humanoid and an
increase one of those scores by 2, and increase Undead, cure wounds works on you, since the
a different one by 1. These increases can’t raise spell works on a Humanoid.
a score above 20. You follow this rule
regardless of the method you use to determine GLOOM-TOUCHED
the scores, such as rolling or point buy. If you
are replacing your race with a lineage, replace Similar to tieflings, whose ancestry ties them to
any Ability Score Increases you previously had the Lower Planes, gloom-touched embody the
with these. eldritch influence of the Domains of Dread. In
fact, some scholars have previously called them
“Shadowfell tieflings.” However, unlike
tieflings, for the most part gloom-touched are
physically indistinguishable from members of
the other races from which they descend,
20
though they tend to be taller, and often more across their face. Finally, they always have
wiry or muscular. misty gray or black eyes.
Any child born in the Domains of Dread or GLOOM-TOUCHED TRAITS
the Shadowfell might be gloom-touched, though
they are extremely rare. In other worlds, You have the following racial traits.
children born near Shadow Crossings (places Creature Type. You are Construct and
where the Shadowfell connects with or overlaps
the material plane) may also take on these Humanoid.
traits. In Eberron, manifest zones tied to Size. You are Small or Medium. You choose
Dolurrh or Mabar also produce gloom-touched.
your size when you gain this lineage.
However, not every gloom-touched is born Speed. Your base walking speed is 30 feet.
this way. Some make the transition during adult Ancestral Legacy. If you replace a race with
world after spending too much time in the
Shadowfell, or after making one too many this lineage, you can keep the following
crossing through the Mists. elements of that race: any skill proficiencies you
gained from it, and any climbing, flying, or
Gloom-touched have a special relationship swimming speed you gained from it.
with fear, and their talents allowing them to
control fear in both themselves and If you don't keep any of these elements, or
others. you choose this lineage at character creation,
SHADOWS ON SOCIETY’S EDGE
The darkness in their nature makes
gloom-touched feel like outsiders, even in
their native homelands. They tend to
distrust all except their closest
companions. Truly misanthropic gloom-
touched enthusiastically embrace their
power over fear, seeing others as pawns
to be exploited in the quest for power.
Among mortals, gloom-touched often
take up a life of wandering or live as
social outcasts on the fringes of society.
SIGNS OF GLOOM
Those in the know can spot the gloom-
touched by looking for four distinctive
signs. First, they constantly exude a
slight smell of smoke (whether
woodsmoke, pipeweed, or some other
scent, depending on the individual), even
when perfumed or bathing. Second, their
shadows always lag a split second
behind them, and sometimes do not
precisely copy their actual actions. Third,
whenever their reflection is seen, the
shadow of a knife’s edge is always falling
21
you gain proficiency in two skills of your choice. HALF-GOLEM
Darkvision. You can see in dim light within
You have had one or more portions of your body
60 feet of you as if it were bright light, and in replaced with parts of a construct animated by
darkness as if it were dim light. You can’t an elemental spirit. Like all half-golems, you are
discern color in darkness, only shades of gray. the result of good-intentioned actions taken too
far. Unlike an actual golem, you have a mortal
Mastery of Fear. You can cast the cause soul animating your body and its new additions.
fearXGtE spell once with this trait, regaining the
ability to cast it when you finish a long rest. While the application of a poultice infused
Charisma is your spellcasting ability for this with curative herbs or the casting of a spell can
spell. save the life of an injured or diseased person,
only powerful magic can replace a missing limb.
Stalwart. Whenever you make a saving throw Such magic is often beyond the reach of
to avoid becoming frightened, you are common folk who survive such an amputation,
considered proficient with that type of saving so arcane artisans applied their knowledge of
throw, and you add double your proficiency golem construction to come up with a way to
bonus to the check, instead of your normal replace lost limbs.
proficiency bonus.
While the initial results seemed promising,
Surprising Strength. When determining your there was a limit to the effectiveness of the
carrying capacity and the weight you can push, technique—merely replacing one limb is not
drag, or lift, you do so as if your Strength score enough to allow a mortal body to use it, due to
were 5 higher. its inhuman strength. Other changes are
required to keep the new limb from tearing
Terrifying Strike. When you score a critical itself away from the body when its full strength
hit with a melee weapon attack, in addition to is used. Replacing a single arm with an
the normal effects of a critical hit, you can push inhumanly strong one requires the replacement
the target up to 15 feet away from you, and the of most of the back and often at least one leg,
target is frightened of you until the end of your for example. As a result, the term "half-golem"
next turn. is apt.
CALIBANS CREATING A HALF-GOLEM
In the Domains of Dread, individuals whose birth or A humanoid can be transformed into a half-golem by
childhood is believed to have exposed them to means of the same techniques as used to make a
golem. It requires a manual of golems, and the
strange witchcraft, curses, the Mists, or the energies required costs in gold and time are halved.
of Shadowfell are frequently known as “calibans.” HALF-GOLEM TRAITS
In fact, the superstitious, untrusting folk of
You have the following racial traits.
Ravenloft term have not only applied this term to the Creature Type. You are both Construct and
gloom-touched, but also to hexbloods (as described Humanoid.
in Van Richten’s guide to Ravenloft), half-orcs Size. You are Medium.
(whose orc ancestry is unfamiliar to natives of most Speed. Your base walking speed is 25 feet.
Ancestral Legacy. If you replace a race with
domains), tieflings, shadar-kai, and even aasimar.
this lineage, you can keep the following
Often, the least-educated humans name anyone elements of that race: any skill proficiencies you
gained from it, and any climbing, flying, or
whose appearance they cannot understand as a
caliban. Many receive this as an insult or
condemnation, and the label can lead to internalized
shame, frustration, isolation, and even rage. Many so-
called calibans find better lives as wandering
adventurers, leaving behind communities where
ignorance all too easily becomes scorn.
22
swimming speed you gained from it. magically speed up your movements. Until the
If you don't keep any of these end of your next turn, you gain a magical +2
bonus to AC and have advantage on Dexterity
elements, or you choose this lineage at saving throws, and you can make a single melee
character creation, you gain proficiency weapon attack as a bonus action. After you use
in two skills of your choice. your burst of haste, you can’t use it again until
you finish a short or long rest.
Heavy Limbs. When you take the
Dash action, the amount of speed you FLESH HALF-GOLEM
gain from that action is reduced by 10
feet. One or more of your limbs have been rebuilt
from a grisly assortment of humanoid body
Living Weapon. When you hit with a parts stitched and bolted together. This
melee attack using a weapon or an un enchanted muscle tissue responds to the power
unarmed strike, you can choose to deal of lightning, invigorating you with vitality and
bludgeoning damage equal to 1d6 + strength.
your Strength modifier instead of the
normal damage. Animating Spark. You have resistance to
lightning damage. When lightning damage you
Minor Magic Resistance. When you
make a saving throw against a spell or
other magical effect, you add half your
proficiency bonus, rounded down, to the
saving throw if it doesn't already include
your proficiency bonus.
Resilient Form. You have advantage
on all saving throws against effects that
would push you, cause you to fall prone,
or alter your form (such as polymorph)
and you have resistance against
bludgeoning damage from nonmagical
attacks that are not adamantine.
Subrace. Choose one of the following
subrace options:
CLAY HALF-GOLEM
One or more of your limbs are sculpted from
clay like the limbs of a stone golem. This clay is
of an acidic nature, and exposure to acid
strengthens and revitalizes you. It can barely
contain your life force, allowing you to
occasionally release it in a sudden burts of
strength and speed.
Acidic Clay. You have resistance to acid
damage. When acid damage you would take is
reduced by your resistance or another effect,
you can use your reaction to gain temporary hit
points equal to 1 + your level.
Burst of Haste. You can use a bonus action to
23
would take is reduced by your resistance or IRON HALF-GOLEM
another effect, you can use your reaction to gain
temporary hit points equal to 1 + your level. One or more of your limbs are wrought of
metal, enchanted and smelted with rare
Fiery Frenzy. When you take non-lightning tinctures and admixtures. Those parts of your
damage that reduces you to half your hit points body look as if they’re covered with oversized
or fewer, or when you take fire damage, you can plates of armor.
use your reaction to enter a sudden frenzy. Until
the end of your next turn, you have advantage Forged in Fire. You have resistance to fire
on Constitution and Wisdom saves as well as damage. When fire damage you would take is
melee attacks, but ranged attacks against you reduced by your resistance or another effect,
are made at advantage. After you use your fiery you can use your reaction to gain temporary hit
frenzy, you can’t use it again until you finish a points equal to 1 + your level.
short or long rest. (If another trait or feature
allows you to enter a similar state, like a Metal Plating. Your metal portions grant you
barbarian’s rage, this state and that one do not a +1 bonus to Armor Class.
interfere with each other).
STONE HALF-GOLEM
One or more of your limbs are sculpted from
mineral like the body of a stone golem. Like a
statue’s extremities, yours may be rough
and rocky or as smooth as white marble.
The enchantments that animate these
parts change your relationship with
time, and in combat you and your
opponents can feel the world slowing
around you.
Slowing Aura. As an action, you can
slow the passage of time for the
creatures nearest to you. Each creature
other than you within 5 feet of you must
make a Wisdom saving throw. The DC
for this saving throw equals 8 + your
Constitution modifier + your proficiency
bonus. On a failure, the creature’s speed
is reduced by half for 1 minute, and it
cannot take reactions until the end of its
next turn. On a success, the creature’s
speed is reduced by 10 feet until the end
of its next turn. A creature that fails can
repeat the saving throw at the end of
each of its turns, ending the effect on
itself on a success. Once you use your
slowing aura, you can’t use it again until
you finish a short or long rest.
Stone Limbs. Your stone portions
grant you a +1 bonus to Armor Class.
24
SHADE black hair. They prefer dark, somber clothing of
silk, suede, or supple leather, decorated with
Ambitious, ruthless, and constantly expecting metal. It is common for shades to mask their
betrayal, shades are mortals who have traded true nature with magic or clever disguises,
part of their souls for a sliver of dark essence using their shadow powers as a screen against
from another plane. No matter what race, watchful eyes. In many cases, shades reject
nation, or land one was first born into, each family or clan names from their past lives to
shade undergoes a dark ritual of rebirth that take on the name of the domain, shadow
transforms them into a creature of stealth and crossing, or other place where they
secrecy who is caught between life and death. transformed.
In taking on the twilight powers granted to
shades, they also take on dark thoughts from Only adult mortals can survive the rite. There
worlds beyond, creating an even darker are no such things as young shades, and shades
disposition. produce offspring as normal for a member of
their original race. The ritual also doubles a
This arduous ritual is as likely to slay its shade's normal life span.
practitioner outright—obliterating body and
soul—as it is to transform the subject into a Usually, the pact that fuels a shade’s
shade. The first shades were citizens of transformation ritual is made with powerful
Thultanthar, better known as the City of Shade, beings in the Shadowfell, or even with the Dark
which was originally part of the nation of Powers themselves, but some negotiate with
Netheril in the Forgotten Realms. Their High beings in the darkest depths of the Far Realm
Prince spirited away the entire city and its (known as “the Far Shadow”) or with deities
population into the Shadowfell for 2,000 years. connected to darkness or the Underdark.
He also discovered the ritual known today in
scholarly circles as the Trail of Five Most who become shades do so due to their
Darknesses, and used it to transform his most own unbridled ambition or utter desperation. A
loyal subjects into shades. Competition to earn few shades deny self-serving drives, seeking to
this honor was fierce, and those who won it overcome their shadowy taint. These shades
referred to themselves as Shadovar. reject their own kind and seek other company.
Almost always drawn to the life of an
In the millennia after the creation of the first adventurer, such shades try to earn the trust of
shades, a rare few mortals deciphered the a close circle of friends. defending those
knowledge of how to become a shade on their comrades with the ruthlessness for which their
own. Sentient mortals of any ancestry can kind is known.
become shades. The ritual draws upon ambient
shadow magic, and is most survivable when Many have noted the similarity between the
performed at places where the boundaries shade race and the elves known as the shadar-
between worlds are the thinnest, usually near kai. The transformation is believed to be
the borders of domains or crossings to the similar, and in the past, it is believed many who
Shadowfell. have been called shadar-kai were actually
shades. This accounts for much of the
Shades resemble their original mortal selves, confusion between those who believe shadar-kai
though they sacrifice their native vitality to to have formerly been human and those who
become slender creatures of shadow. Their know them as elves.
eyes are orbs of dull black, dark gray, or purple.
Their coloring takes on subdued hues, with PATIENT AMBITION
most shades having pale or ashy skin and lank,
The transformation Shades undergo creates a
consistent sense of ambition for which their
25
kind is known. No matter the justification, the Hazlan, swamp-dwelling mystics in Souragne,
conscious act of embracing the power of and devotees of the unique pantheon
shadow changes that person. For many shades, worshipped in Har’Akir.
having given up a portion of their own soul in
the name of power means that no sacrifice is SHADES IN OTHER WORLDS OF D&D
too great. Shades value restraint, poise, and
patience. They bide their time in all things, In Eberron, arcanists of Aundair and Karrnath
keeping a low profile as they manipulate events have studied the energies of Dolurrh and Mabar
to their advantage. The sliver of shadow within to make the transformation. In the Forgotten
each shade subdues emotion. They still fees Realms, many members of the Eshowe tribe of
love, hate, pride, despair, and the like, but bury Chult became shades, particularly mages and
these feelings deep inside. A shade's smirk or clerics of Eshowdow, the Shadow Giant.
frown carries as much weight as a half1ing's
laughter or an orc's frenzied roar. SHADE TRAITS
A PATH OF THEIR OWN You have the following racial traits.
Creature Type. You are Humanoid.
For each shade character, it is important to Size. You are Small or Medium. You choose
determine whether this was a path they choose
to follow freely, or if they see the shadow as a the size when you gain this lineage.
curse and a burden they must bear. Speed. Your base walking speed is 30 feet.
Ancestral Legacy. If you replace a race with
Shades stand between life and death. A part
of each shade's soul has already moved on. this lineage, you can keep the following
Although shades still live, the shadow that fills elements of that race: any skill proficiencies you
subdues their mortal emotions. They are not gained from it, and any climbing, flying, or
given to rash action or sudden changes of plan,
and do not rush into any situation where they
have the option to first analyze the potential
dangers. The strength of shadow is its ability to
conceal, and shades take full advantage of their
opponents' lack of awareness to read their
weaknesses.
If shades have a unifying ethic, it is the notion
of protecting what is theirs. The things each
shade calls their own—their possessions, their
knowledge, even their friends—are precious to
them, and those who attempt to harm or steal
what is theirs suffer harsh retribution. They
defend their goals and their allies with the same
extreme prejudice, and woe to any creature that
underestimates their wrath.
SHADES IN THE DOMAINS OF DREAD
Wizards of Darkon have uncovered the Trail of
Five Darknesses, as have elven mages in
Sithicus (especially since the Hour of
Screaming Shadows), students of Hazlik in
26
swimming speed you gained from it. after casting shifting shadow* is not in direct
If you don't keep any of these elements, or sunlight, you can cause that space to be blurred
and concealed by shadow magic, making it
you choose this lineage at character creation, heavily obscured until the end of your next turn.
you gain proficiency in two skills of your choice.
Twilight Cantrip. Whenever you use your
Darkvision. You can see in dim light within action to cast a cantrip during your turn, you
60 feet of you as if it were bright light, and in can take the Hide action as a bonus action that
darkness as if it were dim light. You can’t turn.
discern color in darkness, only shades of gray.
SHADOVAR
Fragile Mortality. Whenever you regain Hit
Dice at the end of a long rest, you must make a Shadovar tend to be arrogant, having been
DC 15 Constitution saving throw. If you fail, you raised in the Netherese city of Thultanthar to
lose a number of Hit Dice equal to half your believe status as a shade was a reward for the
proficiency bonus (rounded down). most worthy. They find it difficult to trust
others, but necessity has compelled them to
Blessing of the Raven Queen. As a bonus make new alliances. A century ago, Thultanthar
action, you can magically teleport up to 30 feet returned to Faerûn, leaving many Shadovar
to an unoccupied space you can see. Once you behind who were on missions elsewhere in the
use this trait, you can’t do so again until you Shadowfell or in the Domains of Dread. Even
finish a long rest. Starting at 3rd level, you also for those who returned to the mortal world, the
gain resistance to all damage when you teleport flying city soared above the deserts of Anauroch
using this trait. The resistance lasts until the for only a hundred years before falling in a
start of your next turn. During that time, you climactic battle. Having lost their ancient home,
appear ghostly and translucent. Shadovar are now forced to find their own
places among mortals. Residents of many
Necrotic Resistance. You have resistance to worlds find the attire, customs, speech, and
necrotic damage. equipment of most Shadovars oddly dated,
since their culture was cut off from contact with
Subrace. Shadovar share certain traits that mortal beings for over two thousand years.
independent shades do not. Choose one of the Shadovar adventurers often wear ornate robes
described types as your subrace. or intricately filigreed breastplates, and for
weapons they favor similarly-styled staves or
INDEPENDENT SHADE halberds.
Having become a shade on your own, you know Netherese Cantrip. You know one Evocation,
the selfish ambition that drives most of those Illusion, or Necromancy cantrip of your choice
make the transformation, so you maintain a from the wizard spell list. Intelligence is your
determined self-reliance when among your own spellcasting ability for it.
kind. Yet you also know there is strength in
numbers. Many shades congregate in Shar’s Bargain. When you cast a cantrip that
settlements close to shadow crossings or on the has a casting time of 1 action, you can choose to
misty borders of a Domain of Dread. Whether inflict necrotic damage on yourself equal to your
you are part of such a community or walk proficiency bonus to change the casting time to
among the common folk, you sharpen your 1 bonus action for this casting. This damage
natural gift for stealth to a preternatural level, cannot be reduced or prevented by any means.
allowing you to walk unseen nearly whenever Once you use this trait, you cannot do so again
you wish. until you finish a short or long rest.
Swift as Shadows. You learn the shifting
shadow* cantrip. Charisma is your spellcasting
ability score for it. If the space you end up in
27
CHAPTER 3: THE BARBARIAN
SUBCLASSES &
CLASS OPTIONS Barbarians dwell in many of the Domains of
Dread, especially those where life is a daily
RULES REMINDER: SPELL SAVE DCS struggle against the cruel terrain. Tiny
homesteads in Verbrek labor to beat back the
If a class or subclass feature allows you to cast a spell looming shadows of the forest. The frozen
and its spell save DC isn't specified, the DC = 8 + wastes of Vorostokov are dotted with tiny
your spellcasting ability modifier (which might be 0) villages who are both at war with nature and
+ your proficiency bonus. dependent upon it. The burning sands of the
Amber Wastes are seldom traveled by anyone
RULES REMINDER: CANTRIPS ARE SPELLS but the native nomads. Communities, clans, and
tribes need hunters, warriors, and protectors—
Cantrips are 0-level spells, which don’t use spell slots. and the most powerful of these are barbarians.
When a feature applies to spells, that feature applies
to cantrips, unless the feature specifies that the spells Lone barbarians can be found in many lands,
must be of 1st level or higher or must expend a spell where they live as wandering mercenaries,
slot. fearsome adventurers, or solitary hermits.
Among wood elves, goliaths, goblins, and the
desert halflings of Kalidnay, barbarians are
often champions or leaders.
New Primal Paths
PATH OF THE FLAME
WARDEN
The flame in the hearth, the embers of the grass
fire, and the burning aftermath of a lightning
strike all call to you, and the fiery elemental
spirits tied to these lands by ancient pacts have
chosen you. You channel your barbaric fury to
infuse your body with a fiery primal radiance.
Known as flamecunning, this power enhances
your bouts of rage and wreathes your attacks in
purifying flame. As you grow in power, the
flamecunning fills and consumes you, keeping
your flesh free of lycanthropy and other
diseases, while inspiring your allies to greater
prodigies of valor. Eventually, this flame burns
so bright that your mere presence becomes a
source of burning agony for your enemies.
FLAMECUNNING STRIKE
At 3rd level, as a bonus action, you can choose
one creature you can see within 30 feet of you.
Until the end of this turn, your melee weapon
attacks against that creature ignore its damage
28
resistances, and if you are raging, the next time AURA OF FIRE
you hit it on this turn, it takes an additional 2d6
fire damage. Beginning at 14th level, the potent force of your
rage inspires your allies and instills fear in your
Once you use this feature, you cannot do so foes. When raging, you emanate a fiery aura
again until after the end of your next turn. within a 15-foot radius. The area within your
aura is difficult terrain for your enemies and any
LIVING CRUCIBLE enemy that ends its turn within your aura takes
fire or radiant damage (your choice) equal to
At 6th level, the primal fire in your soul burns your Rage Damage bonus.
away the taint of evil. You gain resistance to fire
damage and have advantage on saving throws IN THE DOMAINS OF DREAD
against magical diseases While raging, you
automatically succeed on saving throws against The purging mystic fire and immunity to disease
contracting any disease, mundane or magical. granted by this path make flame wardens
implacable foes of lycanthropes. Many travel to
HUNTER’S CRY lands infested with werebeasts, seeking to scourge
the curse away. The domains of Barovia, Borca,
At 10th level, the purifying flames within you Darkon, Falkovnia, Farelle, G'Henna, Invidia,
can inflame the hearts of your allies. As an Mordent, Nova Vaasa, Richemulot, and Sithicus all
action, you unleash a howling battle cry. Until provide ample hunting, but those who hunt
the end of your next turn, every ally within 15 werewolves and the like seldom live long. There is
feet of you gains advantage on attack rolls and little evidence for rumors of a similar infestation in
saving throws, and hostile creatures within 15 Kartakass, a domain which instead remains famous
feet of you cannot take reactions. Once you use for its skilled bards and potent meekulbrau wine.
this feature, you can’t use it again until you
finish a long rest.
29
PATH OF THE TRANSFORMING RAGE
IMPLACABLE
JUGGERNAUT Starting when you choose this path at 3rd level,
while raging you can use a bonus action to shift
You have been subjected to a cruel into a larger and more horrifying form. This
ordeal that changed you forever. effect lasts for 1 minute, and does not end when
Though you appear normal most of the your rage ends, though it does end early if you
time, blasphemous magical die or end it as a bonus action. When you use
experiments have altered your this feature, it grants you the following benefits:
fundamental nature. The unleashed
curiosity of a renegade artificer, master Your size increases by one category.
necromancer, demented cultist, or
other practitioner of ungodly Your physical size doubles in all dimensions
enchantments left a monstrous alter ego and your weight is multiplied by eight. If
seething within you, ready to be unleashed. there isn't enough room, you attain the
Your rage is not only the fury of battle, but a maximum possible size in the space
metamorphosis into a terrifying new body far available.
different from the one you were born with.
Everything you are wearing and carrying
BLASPHEMOUS REBIRTH IN THE DOMAINS changes size with you, though any item you
OF DREAD drop returns to normal size at once.
Bizarre experiments of the sort that might create While your weapons are enlarged, they deal
barbarians of this path, as well as similar an extra 1d4 damage.
abominations like reanimated sorcerers (as described
with the other sorcerer subclass in this chapter), are Your jump distance doubles.
most often performed in Lamordia, whether by Dr.
Mordenheim, researchers at Ludendorf University, or Your new appearance gives you advantage
the “illuminated scientists” of the Syndicate. In their on all Charisma (Intimidate) checks, but
arcane research, students of wizardry in Hazlan often disadvantage on all other Charisma checks.
display a similar lack of moral compunctions. Hidden
laboratories in Darkon, Mordent, or Paridon might
yield similar results. But theoretically, any user of
magic willing to torment intelligent creatures for the
sake of knowledge might be responsible for an
Implacable Juggernaut—including many Darklords.
IN OTHER WORLDS OF D&D
In Eberron, as the Last War grew more terrible and
desperate, magical research pushed further and
further beyond the laws of gods and mortals, seeking
to create the deadliest soldiers imaginable. Most of
this research resulted in new and deadlier warforged,
but members of all races became test subjects for
various attempts at transformation—attempts which
may yet continue in certain dark corners of Khorvaire.
30
DENSE FORM THE FORM OF THE JUGGERNAUT
At 3rd level, your altered form resists all If you choose this primal path, it is up to you and
attempts to move it or change it further. your DM to determine the appearance of the larger
Whenever you make a saving throw against a form you can take on when you rage. Remember that
spell or effect that would alter your form, push this form grants benefits like those of an
you, or cause you to fall prone, roll 1d8 and add enlarge/reduce spell’s increase in size (including
the die to your saving throw total. At 17th level, doubling of your physical dimensions, an even greater
you roll a d10 instead of a d8. increase in weight, advantage on Strength checks and
saves, and enlarged weapons), and so the description
RELENTLESS RAGE of the form should account for these things. A
warforged would probably shift and transform to
At 6th level, your inhuman form heals itself become a larger and deadlier construct, while beings
when it suffers a grievous blow. While raging, of flesh and blood are more likely to grow into some
when you take damage that reduces you to half kind of biological horror. Your weapons may appear
your hit points or fewer, as a reaction you can to become part of you or transform to resemble
instantly regain hit points equal to twice your natural weapons such as horns, fangs, or claws. The
barbarian level. Once you use this feature, you details of your new form give you no additional
cannot do so again until you finish a short or abilities except for the existing alterations granted by
long rest. the Transforming Rage feature. Some possible ideas
include:
PRETERNATURAL VIGOR
A many-armed titan with over-sized metallic
At 10th level, your unnatural fortitude allows claws on each hand.
you to shrug off effects that would devastate or
destroy a normal creature. You add the extra die A batrachian aquatic hybrid with scales and
from your Dense Form feature to all your amphibious features.
Constitution saving throws and death saves, in
addition to saving throws against the effects A mummified undead colossus, wrapped in strips
listed under that feature. If applying this bonus of ancient cloth that seem to move of their own
to a death saving throw increases the total to 20 accord.
or higher, you gain the benefits of rolling a 20
on the d20. A berserk green-skinned goliath grown too
muscular for the clothing that hangs from your
SWIFT RETRIBUTION frame in rags.
At 14th level, you instinctively lash out when A horned fiend with goat-like hooves and fiery
struck. Whenever a creature within 5 feet red skin.
inflicts damage on you, it provokes an
opportunity attack from you. If the opportunity A bulging, hunchbacked, flesh golem-like
attack hits, you can move up to 10 feet as part of construct.
the same reaction without provoking further
opportunity attacks. A massively muscular, hirsute form that mixes
your features with those of a large animal, like
the hybrid form of a werebear or other
lycanthrope.
A Large-sized version of a frost giant or other
giant subtype.
A roughly-hewn statue of gray stone that makes
a scraping sound when it moves its heavy limbs.
A cyclopean, tentacled horror straight from the
mad depths of Xoriat or the Far Realm.
A massive warforged plated in thick armor and
bristling with blades.
31
PATH OF THE RAVAGER BRUTAL REPRISAL
You are connected to a multigenerational Starting at 10th level, when a creature fails its
tradition of raiding established communities for saving throw against your Swift Raider feature,
resources and wealth. This may take the form of it takes 1d10 psychic damage, in addition to
sea-raiding, horseback assaults as part of a becoming frightened of you until the end of your
large horde, or some other violent practice. next turn.
Even the mightiest rulers must respect your
people and your ability to devastate any In addition, while you are raging, if a creature
settlement you target, and they offer bribes and has attacked you within the last minute, you can
negotiation to stave off your wrath. Your elders use the bonus action granted by your Swift
have taught you that fear is the greatest weapon Raider feature on that creature when you hit it
of all. Barbarians on this Primal Path make with a melee weapon attack, even if you did not
terror their ally, depending on the panic they move at least 10 feet in a straight line before the
create to practice their ruthless trade. attack.
RAVAGING WAYS INESCAPABLE FEAR
At 3rd level when you choose this path, you gain Beginning at 14th level, while you are raging,
proficiency with your choice of one of the frightened creatures within 5 feet of you have
following: navigator's tools, one type of artisan's disadvantage on Wisdom saving throws that are
tools, one type of vehicle (land or water), or the not against spells. Whether you are raging or
Animal Handling skill. not, you make opportunity attacks against
frightened creatures with advantage.
In addition, when you are not wearing
medium or heavy armor, you gain a climbing
speed equal to your walking speed.
SWIFT RAIDER
Starting at 3rd level, when you hit a creature
with a melee weapon attack while raging, if you
moved at least 10 feet in a straight line
immediately before making that attack, you can
use your bonus action to force the target to
make a Wisdom saving throw (DC is equal to 8
+ your proficiency bonus + your Charisma
modifier). On a failure, it is frightened of you
until the end of your next turn.
DEFIANT GAZE
Starting at 6th level, you can see up to 1 mile
away with no difficulty, and are able to discern
even fine details as though looking at something
no more than 100 feet away from you. In
addition, when you would roll a Wisdom
(Perception) check or Wisdom saving throw at
disadvantage, you roll normally instead.
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PATH OF THE REAPER saving throws against becoming frightened, but
when you reduce a creature to 0 hit points, you
Death marks you as its champion. Whether you cannot choose to knock it unconscious instead
follow your destiny willingly or strive against it, of killing it. Whenever you reduce at least one
you are charged with speeding certain fated living creature (not a construct or undead) to 0
souls along to the next world. Often, a death hit points during your turn, at the end of that
dealer like yourself has a tribal or ancestral tie turn, if your stormcrow spririt is present and
to lands where an afterlife realm such as the within 60 feet of you, it grants you temporary hit
Shadowfell bleeds into lands where mortals points equal to your Rage Damage bonus.
dwell. It is also possible you nearly died and cut
a deal with death to survive. Once the stormcrow spirit grants these
temporary hit points, it vanishes to lead the
IN OTHER WORLDS OF D&D slain creature’s soul to the afterlife, returning to
you at the start of your next turn. Whenever
Llegends in various worlds speak of barbarian your stormcrow spirit moves away from you or
warriors marked by the Raven Queen, or of the reappears after vanishing, its spectral form
Valkyries—the “choosers of the slain.” Reapers often becomes visible to all creatures present until
serve deities of death, fate, or the grave—such as the end of your next turn.
Osiris, Kelemvor or Myrkul in the Forgotten Realms,
or the Keeper in Eberron—and seek to claim the souls MAGIC OF DEATH
of those who defy their patrons. Non-human reapers
are often tied to deities of earth and death, such as At 3rd level, you can cast use your stormcrow
the halfling god Urogalan, Segojan Earthcaller of the spirit to cast certain spells, even while you are
gnomes, or the elven Naralis Analor. Among orcs, raging. You can compel the spirit to use you as a
barbarians of this path are considered champions of vessel to cast one of the following spells with
either Shargaas or Yurtrus, but never both, and these the normal casting time but without using a
reapers compete to harvest the most souls for the spell slot or any components: detect evil and
deity with whom they identify. good, dread revelation*, false life, gentle repose,
or warding wind XGtE. The spirit cast the spell
STORMCROW SPIRIT through you, which works just as if you had cast
it, using your Constitution or Wisdom
Starting at 3rd level, a grim spirit in the form of (whichever is higher) as the spellcasting ability.
a black-feathered bird attends you, escorting the You can even maintain concentration on a spell
souls of those you slay to the realm of the dead cast with this feature while you are raging.
and at times assisting you. This incorporeal When the spirit casts a spell in this way with a
spirit usually remains on your shoulder, range of touch, you can choose for it to deliver
invisible to all creatures but you, but as a bonus the spell itself or use you to do it, but when the
action you can command it to move to any point spirit is not present, you cannot cast spells with
you see within 60 feet of you. This command is this feature at all.
not spoken; the spirit senses your instinctive
intent for it. At the start of your turn, if the When you cast a spell in this way, your
stormcrow spirit is more than 60 feet away current hit points and hit point maximum are
from you, it vanishes from its current location both reduced by an amount equal to the level of
and reappears on your shoulder. It counts as the spell. This reduction can’t be lessened in
neither a creature nor an object, though when it any way, and the reduction to your hit point
is visible it has the spectral appearance of a maximum lasts until you finish a long rest.
raven, crow, or similar bird.
You can use this feature a number of times
While your stormcrow spirit is present and equal to your Constitution or Wisdom modifier
within 60 feet of you, you have advantage on
33
(your choice). You regain all expended uses speak to the dead creature in its spirit form and
when you finish a long rest. it understands your words, provided it could
understand at least one language in life. It can
BOUND SOUL also speak to you, assuming it could speak at
least one language in life, and you can
Beginning at 6th level, when your stormcrow understand what it says.
spirit would guide a creature you killed to the
afterlife, you can force both the stormcrow spirit Whenever you ask the dead creature a
and the dead creature’s spirit to linger for a question, it must answer. The creature’s spirit
time so you can ask the dead creature knows only what it knew in life. Answers are
questions. When you gain temporary hit points usually brief, cryptic, or repetitive, but the dead
from your stormcrow spirit at the end of a turn, creature can’t speak a deliberate lie while
you can use your reaction to prevent the communicating with you via this feature. It is
stormcrow spirit from vanishing and force the aware of this, and if it would normally respond
animating spirit of a living creature (not a with a lie, it will instead be evasive in its
construct or undead) that you killed that turn to answers, which it can do as long as it remains
manifest above its corpse as an incorporeal within the boundaries of the truth. It is unlikely
spirit. to be cooperative, since you killed it and it
almost certainly hates you.
While it is manifested in this way, you can
This effect ends once you have asked the
creature five questions, or once 10 minutes
have passed. When you use your reaction
on this feature, your stormcrow spirit does
not vanish at the end of that turn the way it
normally would; instead, it vanishes when
the effects of this feature end, taking the
dead creature’s spirit with it, then
reappearing alone at the start of your next
turn.
PUNISHING REBUKE
At 10th level, those who would stop you
from sending your foes to the afterlife pay a
terrible price for interfering with destiny.
While you are raging, when a creature
forces you to make a saving throw, you can
use your reaction to deal 2d8 necrotic
damage to that creature.
DEATH’S CHOSEN
At 14th level, when you take damage from
an attack, you can use your reaction to give
yourself resistance to all of that attack’s
damage.
34
PATH OF THE unconscious, instead of just half. Your eyes
SHADOWCURSED gleam with an unholy light when you rage,
granting you advantage on Charisma
Something unholy lives in you. When you rage, (Intimidate) checks but disadvantage on all
you let it out. For you, raging is not merely other Charisma checks.
summoning up primal ferocity or venting your
own anger, but granting another separate will These abilities come with a growing curse, as
control of your body for a time. The true nature the dark spirit within you torments you when
of the shadowy presence in your mind may vary, you go too long without letting it out. When you
or you may not understand it. It could be a would normally regain all of your Hit Dice, if
vengeful relative’s spirit, the remaining vestige you have not attacked a creature while raging
of forgotten deity of war, a dark splinter of your within the past 24 hours, you immediately
own personality, a tainted totem spirit, or the expend a number of Hit Dice equal to your
sentience that once dwelt in a cursed weapon proficiency bonus without gaining hit points.
but has instead moved into you. Whatever it is,
it is now a part of you, and you know you will SHADOWCURSED WEAPON
never be free of it.
Starting at 3rd level, you are able to shunt the
Some barbarians with this primal path are hateful shadow in your mind into a weapon it
unusual for that class in that they were born or possesses, granting you some relief from its
raised in an urban settlement or hierarchal constant whispers and attempts to control you,
society, but after whatever horrid doom put the though its influence never completely leaves
shadowy second spirit in their mind, they were your thoughts. You can transform one weapon
compelled them to leave. Such shadowcursed you are holding into your shadowcursed
have lived outside of “civilized” ways for so long, weapon by spending 1 hour concentrating on
they are highly unlikely to return. that weapon, as if performing a sort of dark
ritual. This can be done during a short rest. The
THE SHADOW WITHIN weapon can be magical, but it cannot be an
artifact or weapon that is already sentient. It
At 3rd level when you choose this path, you are ceases being your shadowcursed weapon if you
cursed, and an evil intelligence lives within you, die, if you perform the l hour ritual on a
a foul shadow defined by the worst elements of different weapon, if it is more than 100 miles
your soul that makes a mockery of your ideals. away from you for longer than 24 hours, or if
You create an extra Flaw that is only in effect you use a l hour ritual to break your bond to it.
when you are raging. While raging, you have no
Ideals. Because this secondary personality has While you have a shadowcursed weapon, that
a will of its own, it helps you to anticipate weapon is considered magical, and it inflicts
threats and resist psychic attacks. You add a additional damage on successful attacks equal
bonus equal to half your Constitution modifier to half your proficiency bonus (rounded up). In
(minimum of 1) to all saving throws against addition, the shadowcursed weapon loves
psychic damage or being charmed, frightened, killing, and rewards you with life-force stolen
stunned, and knocked unconscious. from its victims; when you make an attack with
your shadowcursed weapon that reduces a
While you are raging, you gain additional creature to 0 hit points, you gain temporary hit
benefits. During your rage, you add a bonus points equal to your Constitution modifier
equal to your full Constitution modifier to all (minimum of 1).
saving throws against psychic damage or being
charmed, frightened, stunned, and knocked If you have gone without having a
shadowcursed weapon for longer than 24
35
hours, you have disadvantage on everything around you, punishing your flesh
Intelligence and Charisma saves. If when it is frustrated in its attempts to kill. While
another creature wields your you are raging and your shadowcursed weapon
shadowcursed weapon, they also gain is on your person or within reach, if there are
the magical bonus to damage, but any creatures within 5 feet of you at the
whenever a creature carrying your beginning of your turn, you must choose one
shadowcursed weapon rolls a d20, such creature and make an attack against it
they take 1d6 psychic damage if the with your shadowcursed weapon if you are able.
die comes up as a 1 or a 2. This attack does not expend your action or
bonus action, and it is never made at a penalty
SUSPICIOUS THOUGHTS for disadvantage. If the attack misses, you take
psychic damage equal to your barbarian level.
Beginning at 6th level, you can better
harness the hateful vigilance of the If your shadowcursed weapon is not drawn or
shadow that rides upon your soul, as it in hand, you make it so as part of the attack, and
warns of possible threats and casts its if you do not have the necessary hand or hands
suspicions on the motives of those you free to wield your shadowcursed weapon, you
meet. You add a bonus equal to your must drop any item that would prevent you from
Constitution modifier (minimum 1) to wielding it.
all Wisdom (Insight) and Wisdom
(Perception) checks.
BLOODTHIRSTY SHADOW
Starting at 10th level, your
shadowcursed weapon’s love of killing
grows into a truly formidable power.
While you are raging and wielding your
shadowcursed weapon, you can use a
bonus action to make one additional weapon
attack with your shadowcursed weapon. In
addition, when you attack with your
shadowcursed weapon while it is not your turn,
you gain a +2 bonus on the attack roll.
AGAINST THE SHADOW
Starting at 14th level, your long fight against the
shadow blackening your thoughts fortifies your
mind against influence. You gain proficiency
with your choice of Intelligence, Wisdom, or
Charisma saving throws, you are immune to the
charmed and frightened conditions, and you
have advantage on all saving throws against
enchantment spells.
WEAPON OF DOOM
Beginning at 14th level, your shadowcursed
weapon has grown so powerful that it threatens
36
PATH OF THE WIND WALKER equal to your proficiency bonus. While you still
have temporary hit points gained from this
You protect your people as a lookout, standing a feature, you have resistance to cold damage,
lonely vigil on peaks of glaciers or mountaintops and your unarmed strikes deal an extra 1d4
to watch for devastating storms or approaching cold damage.
armies—and the spirits of wind and winter
stand with you. In the secluded silence far SPIDER ON THE ICE
above your community, you hear the voices of
stormy elementals, ancestral ghosts, forgotten At 6th level, you gain a climbing speed equal to
demigods, and others. They teach you to wield your walking speed, and you can move up,
mystical powers and bring woe to any who down, and across vertical surfaces and upside
dares strike at you in your windblown aerie. down along ceilings, while leaving your hands
free. In addition, your unarmed strikes count as
IN THE DOMAINS OF DREAD magical for the purpose of overcoming
resistance and immunity to nonmagical attacks
Among tribal groups and clans that dwell near and damage.
mountains—especially in icy domains such as
Sanguinia and Vorostokov—it is established custom WINDSWEPT STEPS
to choose lookouts like you. They greatly honor the
brave warriors who swear to spend all or part of their At 10th level, whenever you gain temporary hit
year watching over their kinfolk from distant heights, points from your Chilling Rage feature, you gain
but don’t expect them to be the same when they a flying speed equal to your walking speed until
return. the end of your next turn. If your flying speed
ends while you are in the air, you fall if nothing
TERROR ON THE MOUNTAINSIDE else is holding you aloft.
Starting at 3rd level when you choose this AVALANCHE ATTACK
primal path, you are an expert in fighting while
climbing. While you are not wielding a two- Beginning at 14th level, if you begin your turn at
handed weapon or using a shield, you gain least 10 feet vertically higher than one or more
resistance to damage from falling, and if you creatures you can see, the first time you hit one
have at least one hand free, you can make an of those creatures with a melee attack during
unarmed strike as a bonus action. Also, you can your turn, you can force that creature to roll a
roll a d4 in place of your normal unarmed strike Dexterity saving throw (DC 8 + your
damage. In addition, you’re naturally adapted to Constitution bonus + your proficiency bonus).
cold climates (as described in the Dungeon On a failure, the creature is knocked prone and
Master’s Guide), and you’re acclimated to high it takes bludgeoning damage equal to 1d12 +
altitude, including elevations above 20,000 feet. your Constitution modifier.
CHILLING RAGE
At 3rd level, the preternatural elemental power
within you allows you to draw in a life-giving
warmth from things and creatures around you.
When you use a bonus action to enter your
rage, you gain temporary hit points equal to
your Constitution modifier + your barbarian
level (minimum of 1). While raging, when you
reduce a creature to 0 hit points with an
unarmed strike, you gain temporary hit points
37
TBAHRED RULES REMINDER: BEING CHARMED IS NOT
MIND CONTROL
Most bards learn
their trade in Charming a creature does not, on its own, grant any
larger settlements, control over the target or its thoughts. It merely
or find their way to makes a creature unreceptive to the idea of hurting
such places early you and more receptive to social interaction with
in their careers. you. The actual text reads:
There they find
more lucrative A charmed creature can’t attack the charmer or
performance target the charmer with harmful abilities or
venues as well as magical effects.
exposure to arts
brought from other The charmer has advantage on any ability check
lands. However, to interact socially with the creature.
the fickleness of
audiences also The charmed condition often comes with additional
usually effects when it is imposed by a spell or special ability
necessitates travel. Since travel is dangerous, (such as a vampire’s gaze), but the rules always call
common folk seldom leave their hometowns, those added riders out specifically. For example, the
yet alone their native domains. Wandering charm person spell adds that the charmed creature
storytellers who offer news of distant lands are “regards you as a friendly acquaintance,” but even
often received eagerly in new settlements, this is not mind control. A knight protecting a king
though distrust of outsiders remains common. won’t let her “friendly acquaintance” into her
monarch’s private quarters; the spell won’t make a
Regardless of where they begin, many bards blacksmith give away a fine suit of plate mail. Being
aspire to study at the famed bardic colleges of charmed never creates consent or acquiescence to
Kartakass. For those who study music and the anything.
performing arts, few opportunities are more
prestigious than admission to the Harmonic Any spells or effects that do control a target’s
Hall or performing in Harmonia's amphitheater. behavior in some way, like dominate monster or
crown of madness, always do so only as specifically
RULES REMINDER: TEMPORARY HIT described.
POINTS DON’T “STACK”
If you have temporary hit points and receive more of
them, you decide whether to keep the ones you have
OR gain the new ones. For example, if a spell grants
you 12 temporary hit points when you already have
10, you can have 12 or 10, not 22. Temporary hit points
can’t be healed, but unless a duration is specified,
they last until they're depleted or you finish a long
rest.
38
NEW BARDIC COLLEGES MAGIC OF DESTINY
COLLEGE OF DESTINY At 3rd level, you learn your choice of one of the
following cantrips: blade ward, guidance, intent
You are gifted with prescient insights, allowing laid bare*, jinx shot*, sword burst XGtE, toll the
you to navigate the twisting roads of luck and dead XGtE, true strike, or vicious mockery. You
fate. Traditionally, this college’s members wield also learn your choice of one of the following
bows and other ranged weapons, using their 1st-level spells: cause fear XGtE, comprehend
preternatural insights to aim with uncanny languages, detect magic, detect evil and good,
accuracy. Your foresight emulates that of detect poison and disease, identify, misdirected
legendary heroes who could sense truths that mark*, prophesied strike*, speak with animals,
have not yet come to pass. By manipulating or staggering note*. The chosen spells count as
fortune and glimpsing the future, you help your bard spells for you but don’t count against the
allies avoid harm and fulfill their true destinies. number of bard spells you know.
PROPHETS IN THE DOMAINS OF DREAD VIRTUE OF PRESCIENCE
True prophets, like bards of this college or clerics of At 6th level, the wisdom of your forethought
the Prophecy domain (described in the Cleric section) grants greater protection to your allies. When
are rare in any world, but in the Domains of Dread the an attack roll is made against a creature that
people are even more hungry for their words. Amid has a Bardic Inspiration die from you, it can use
so much darkness and oppression, any prediction of its reaction to roll the Bardic Inspiration die and
better days to come—or assurance that one has a add the number rolled to its AC against that
future at all—can make all the difference between attack, after seeing the attack roll but before
sustaining hope and giving in to despair. knowing whether it hits or misses.
BONUS PROFICIENCIES Further, when a creature adds a Bardic
Inspiration die from you to its AC or to a saving
Starting at 3rd level when you join the College throw, if the number rolled is lower than your
of Destiny, you gain proficiency in any one skill Wisdom modifier, treat the roll as a number
or tool of your choice. You also gain proficiency equal to your Wisdom modifier instead.
with all ranged martial weapons.
UNFOLDING FATE
INSPIRING PREDICTION
At 14th level, when things unfold as you have
Beginning at 3rd level, you inspire others by foreseen, you can use your prophetic knowledge
describing your visions of the future. When you to make a devastating strike. When a creature
give a creature a Bardic Inspiration die, that rolls your Bardic Inspiration die or uses its
creature rolls the die immediately instead of recorded die roll from your Inspiring Prediction
waiting until it is used. Record the result of the feature, you can use your reaction to make one
die roll. When the creature rolls the Bardic ranged weapon attack. The attack inflicts extra
Inspiration die on an ability check, attack roll, or damage equal to the creature’s Bardic Inspira-
saving throw, it can choose to use the result of tion die roll. If this attack targets a creature
that die roll or use the recorded result instead. within 5 feet of the creature that rolled your
Bardic Inspiration die, you have advantage on
In addition, when you hit with a ranged the attack roll.
weapon attack, you can expend one use of your
Bardic Inspiration to roll a bardic inspiration
die and add the number rolled to the weapon
damage roll.
39
COLLEGE OF INTRIGUE to the ally’s attack roll. If the ally hits, they inflict
additional damage equal to your Charisma
Anywhere competing factions jockey for modifier.
position and plot against each other in pursuit
of power, bards like you are invaluable. Your IMPLIED THREAT
chosen group—whether it’s a secret society, a
noble house, a thieves’ guild, or something Starting at 6th level, you can use what seems
else—taught you the value of loyalty and like gentle teasing, a polite word of caution, or
secrecy, and how to command fear and respect, even just a look to communicate a terrifying
whether by magic or other means. The key to threat. When you cast the vicious mockery
your success and survival is an expert cantrip, you add your Charisma modifier to the
understanding of the desires, hopes, and fears damage roll. In addition, at 14th level, when you
of those around you. successfully strike an opponent with an attack,
BLOOD INITIATION
When you choose this archetype at 3rd level,
you have been fully initiated as a member of
your secret society, and you have been trained
in all their mysterious ways. You gain
proficiency with your choice of one of the
following skills: Deception, Intimidation,
Insight, Performance, Persuasion, Sleight of
Hand, or Stealth. You also gain proficiency
with your choice of one of the following tools:
disguise kits, forgery kits, poisoner kits, or
thieves’ tools.
In addition, you can communicate
wordlessly with any other member of your
secret society who can see you. If you can see
them, they can communicate back. This is not
telepathy, but a combination of gesture and
innuendo that no one outside of your group
can perceive without some kind of magical
insight.
ASSESS & EXPLOIT
At 3rd level, you learn the hunter’s mark spell.
You also learn the vicious mockery cantrip if
you don’t already know it. These are bard
spells for you but do not count against the
total number of spells or cantrips you can
know as a bard. When an ally attacks a
creature that is the subject of your hunter’s
mark, you can use your reaction to expend
one of your uses of Bardic Inspiration, rolling
a Bardic Inspiration die and adding the result
40
you can cast vicious mockery as a bonus action, COLLEGE OF RESISTANCE
targeting only the opponent you struck.
As a student of the changing tides of history,
DANGEROUS SECRETS you know those willing to rise up and overthrow
unjust rulers can change the world for the
At 14th level, if you spend at least 1 minute better. Your bardic abilities allow you to lead
observing or interacting with a creature outside and support such uprisings. Real change
combat, you can expend one of your uses of requires vision, determination, unity, and
Bardic Inspiration to cast the detect thoughts leadership, and you seek to nurture all these
spell on that creature while you are interacting qualities. Like other bards, you can captivate an
with it without using a spell slot, as long as it is audience, but your goal is to educate as well as
not hostile to you. When you cast detect entertain. You inspire would-be rebels to action,
thoughts in this way, if you choose to probe showing them better worlds are possible and
deeply into that creature’s thoughts, you roll the teaching strategies by which old orders can be
Bardic Inspiration die you expended and overthrown.
subtract the result from the target’s Wisdom
saving throw roll. On a failed save, the target is BONUS PROFICIENCIES
not aware you are probing its mind.
At 3rd level when you select this bardic college,
In addition, when you roll an ability choose two of the following skills: Deception,
check or saving throw to resist any attempt to History, or Persuasion. You gain proficiency
discern information about you, your plans, your with these skills if you don’t have it already. You
location, or your thoughts, you have advantage also gain expertise with the two chosen skills,
on that roll. This includes effects that would which means your proficiency bonus is doubled
read your thoughts or compel you to speak the for any ability check you make that uses them.
truth. If you succeed on your roll, you can cast
vicious mockery as a reaction, targeting the FIREBRAND STRIKE
source of the attempt to discern the
information. When you join this college at 3rd level, you
gain the ability to inspire others by striking
a magically empowered blow. Once per
turn, when you hit a hostile creature with a
weapon attack, you can expend one use of
your Bardic Inspiration to deal additional
psychic damage to that target equal to
your Bardic Inspiration die roll. If the
target was at its hit point maximum when
you struck it, you add your Charisma
modifier (minimum 1) to the psychic
damage.
As part of the same action, choose a
number of non-hostile humanoids within
60 feet of you who can see you, up to a
number of them equal to your Charisma
modifier (minimum 1). Each target gains
temporary hit points equal to the roll of
your Bardic Inspiration die, and can
immediately use its reaction to move up to
41
half its speed towards a hostile creature it can than 1st, to a maximum of 4d6.
see without provoking opportunity attacks.
MANTLE OF DEFIANCE
FEARLESS WORDS
At 14th level, you can infuse spells of freedom
At 3rd level, you can use oratory or another kind and defiance into your comrades. When a
of performance to inspire others in overcoming creature gains temporary hit points from your
fear, defeat, and fatigue. After performing for at Fearless Words or Firebrand Strike feature,
least 10 minutes, you can choose a number of while it has those temporary hit points, it is
non-hostile humanoids you can see within 60 immune to the charmed condition and gains all
feet who heard you for at least 10 minutes. The the benefits of the freedom of movement spell.
maximum number of creatures you can choose
for this feature is equal to your Charisma IN THE DOMAINS OF DREAD
modifier (minimum 1). Each target gains the
following benefits: These benighted lands have no shortage of unjust
rulers. The cruel warlord Vlad Drakov of Falkovnia,
It gains 2d6 temporary hit points Sithicus’s dwarf tyrant Azrael, the reclusive sorcerer-
king of Kalidnay, the theocratic Yagno Petrovna of
It recovers 1 level of exhaustion G’henna, and Strahd himself are only a few examples.
Most bards of this college work covertly in such an
While it still has the temporary hit points oppressor’s domain, pretending to be mere
gained from this feature, it has advantage on entertainers as a cover for their true agenda.
saving throws against becoming frightened
or exhausted.
The number of temporary hit points increases
when you reach certain levels in this class,
increasing to 2d8 at 5th level, 2d10 at 10th
level, and 2d12 at 15th level
Once you use this feature, you can’t use it
again until you finish a long rest.
PROTECTED COMRADE
Starting at 6th level, you can magically
safeguard the destiny of an ally. As a bonus
action, you can expend a bard spell slot to place
a protective ward on one ally you touch. Until
this ward ends, any bludgeoning, piercing, or
slashing damage the target takes is reduced by
an amount equal to 1 + plus the level of the
expended spell slot. This effect lasts for 1
minute, or until you use this feature again.
When a creature you can see within 60 feet of
you hits the warded target with a melee attack,
you can use your reaction to make a weapon
attack against the attacker. If that attack hits, it
deals extra psychic damage to the target based
on the spell slot you initially expended for this
feature. The extra damage is 1d6 for a 1st-level
spell slot, plus 1d6 for each spell-level higher
42
COLLEGE OF TESTAMENTS messages from the planes beyond, but you are
most attuned to spirits and other echoes that
It is a common belief among bards that the remain in the mortal world. Despite this, your
stories and songs of a people live on after they respect for the spirituality of those who have
are gone, if only there is someone to hear them. passed gives you a greater connection to the
You listen for the voices of the departed, divine than most other bards.
preserving lost cultures and the memory of
extinct species. Many pay more heed to Such unheard lore is often found in desolate
or isolated places, such as the frozen north,
where lost settlements are buried and
footsteps of ancient immigrants can still be
heard on the wind. While others might see
newly unearthed ruins, buried tombs, or the
remains of dinosaurs trapped in the ice as
curiosities, or even sources of plunder, you are
honor them as opportunities to preserve the
legacy of the forgotten. Thus, many members
of this college dwell farther from large
settlements than other bards would.
BONUS PROFICIENCIES
At 3rd level when you select this bardic
college, you gain proficiency with your choice
of two of the following skills: Animal
Handling, Arcana, History, Insight,
Investigation, Nature, Performance,
Persuasion, Religion, or Survival.
CALL SPIRIT WITNESS
When you join this college at 3rd level, you
can use a bonus action to magically summon a
spirit witness, an incorporeal remnant of a
creature that once dwelled in the nearby area.
You summon your spirit witness to a point you
can see within 60 feet of you. It counts as
neither a creature nor an object, though it has
the spectral appearance of the creature it
represents. It grants you and all creatures
within 5 feet of it advantage on saving throws
against necromancy spells and on Intelligence
checks related to creatures or cultures that
have lived within 1 mile of the location where
it was summoned. As a bonus action, you can
move the spirit up to 60 feet to a point you can
see. The spirit persists until you’re
incapacitated or you finish a short or long rest.
Once you use this feature, you can’t use it
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again until you finish a short or long rest. CELESTIAL LEGACY
REMEMBERED GLORIES Starting at 14th level, your spirit witness calls
upon ancient holy covenants to protect you
At 3rd level, you can call on your spirit witness when you are at your most vulnerable. If you are
to channel its memories of past heroism and reduced to 0 hit points or are incapacitated
triumphs into you and your allies. When a against your will while you have a summoned
creature within 5 feet of your spirit witness hits spirit witness, you can immediately gain the
with a weapon attack, you can expend one use benefits of the conjure celestial spell as if it
of your Bardic Inspiration as a reaction to deal were cast using a 9th-level spell slot,
psychic damage to the target hit by that attack, summoning a celestial of your choice that is
and to one other creature of your choice that challenge rating 5 or lower. The conjured
you can see within 5 feet of the first target. The celestial appears within 20 feet of you. If it
damage equals your Charisma modifier receives no commands from you, it protects you
(minimum 1) + the number you roll on the from harm and attacks your foes. The spell lasts
Bardic Inspiration die. for 1 hour, requiring no concentration, or until
you dismiss it (no action required).
Until the start of your next turn, a creature
that takes this psychic damage has Once you use this feature, you cannot do so
disadvantage on any attack roll that isn’t against again until you finish a long rest.
the creature that hit it with the initial attack.
ARCANA UNEARTHED
Starting at 6th level, you learn the
clairvoyance and speak with dead spells.
These are bard spells for you, but they do not
count against the number of bard spells you
know. When you cast clairvoyance, rather
than creating a spherical sensor, the spell
invisibly summons the spirit of a creature that
once lived in the nearby area and instantly
sends it to the chosen location.
In addition, whenever you summon a spirit
with your Call Spirit Witness feature, you can
choose one of the divine domains available to
the cleric class. As long as the summoned
spirit persists, you can cast the domain spells
bestowed by that domain as bard spells,
channeling the knowledge of how to do so
from the spirit. You cast these spells as if they
were your bard spells, but each must be of a
level you can cast, as shown on the bard table,
and you must use a spell slot of an
appropriate level to cast it. You do not gain
any other features or benefits of the chosen
domain.
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THE CLERIC New Divine Domains
In some worlds, clerics feel the strength or DEFIER DOMAIN
support of their deities tangibly, in their hearts
and souls. In Ravenloft, this is replaced by a Clerics of this domain are not true clerics,
hollow feeling of emptiness or distance. Clerics though they have similar abilities. Disillusioned
continue to receive their spells, but here there is or heretical, they have disavowed the worship of
no direct divine guidance. For natives, this long, any deities they once believed in. Most consider
dark night of the soul is the norm, but many the divine mysteries of the gods (whom they
clerics from elsewhere struggle with their faith. often refer to only as "powers") to be elaborate
scams.
Many of Ravenloft’s religions are more
darkness than light. More clerics here preach Many defiers believe that the creatures called
Bane the Lawgiver’s ceaseless demands of “gods” are not changeless, ineffable beings, but
obedience or Zhakata's ravenous cruelty than merely entities that have achieved a greater
the compassion of Ezra or the Morninglord, The level of power—but who are still as fallible as
heroism of clerics who preach more nurturing mortals. Such "clerics" often work tirelessly to
faiths is as rare as it is vital, whether it’s a local discredit the gods, interfering with their clergy
pastor shepherding her congregation, or and attempting to liberate their congregations
itinerant priests who bring both spiritual aid from what they consider false faith.
and worldly salvation to other domains.
To maintain spellcasting abilities that equal
those of religious clerics, some defiers enter
into some kind of arrangement with a powerful
being, like the otherworldly pact of a warlock.
There are no delusions of divinity or worship
involved in these arrangements; the defiers
know what they are getting into, and are willing
to pay the price.
Other defiers instead align themselves with
the supreme force they call "the Great
Unknown." This entity transcends the alleged
gods (whom they consider to be powerful
beings rather than divine creators worthy of
worship). After all, some force must have
created the planes of reality and given mortals
their innate sense of good and evil. Such a force
could not merely be one of the petty powers,
however, wrangling with rivals and driven by
greedy narcissism to seek worship. Rather, the
force behind all creation must be unequalled
and beyond such temporal concerns.
Defiers aligned with the Great Unknown call
themselves the Athar, and they are a very
influential faction in some parts of the Outer
Planes, especially the city of Sigil.
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DOMAIN SPELLS can't willingly move to a space within 30 feet of
you. It also can't take reactions. For its action, it
You gain the following spells at the cleric level can use only the Dash action or try to escape
from an effect that prevents it from moving. If
listed: there's nowhere to move, the creature can use
the Dodge action.
DEFIER DOMAIN SPELLS
After you reach 5th level, when a creature
LEVEL SPELLS fails its saving throw against your Skeptic’s
1st detect evil and good, sanctuary Rebuke feature, the creature is banished for 1
3rd calm emotions, silence minute (as the banishment spell, no
5th intellect fortressTCoE, counterspell concentration required) if it isn't on its plane of
7th aura of purity, Mordenkainen’s private sanctum origin and its challenge rating is ½ or lower. As
9th banishing smite, modify memory you reach higher levels in your cleric class, the
challenge rating can be higher, as follows: CR 1
BONUS PROFICIENCY at 8th level, CR 2 at 11th level, CR 3 at 14th
level, and CR 4 at 17th level.
When you choose this domain at 1st level, you
DEFIANT MIND
gain proficiency with heavy armor and with all
Starting at 6th level, your defiant nature grants
martial weapons. you resistance to psychic damage. In addition,
when you hit an aberration, celestial, or fiend
UNBINDING STRIKE with an attack, or any creature that has
regained hit points since the end of your last
At 1st level, when you hit a target with an attack turn, you deal additional psychic damage to it
roll, you can expend a spell slot to attempt to equal to your cleric level.
free that target from the influences of planar
powers—whether they want that freedom or not. DISILLUSIONING STRIKE
The target you hit takes extra psychic damage
equal to twice the level of the spell slot you At 8th level, you gain the ability to infuse your
expended for this feature, and any divination, weapon strikes with psychic energy. Once
enchantment, or illusion spell that is on the during each of your turns, when you deal
target ends if it is of a level equal to or lower damage to one or more targets, you can choose
than that spell slot. to deal an extra 2d4 psychic damage to one of
those targets. At 17th level, this extra damage
In addition, if the damaged creature is increases to 3d4.
concentrating on a spell, the DC of the saving
throw it makes to maintain its concentration is UNSHACKLED WILL
equal to your cleric spell save DC or half the
damage dealt, whichever is higher. At 17th level, you gain resistance to necrotic
damage and radiant damage, and you have
CHANNEL DIVINITY: SKEPTIC’S advantage on all saving throws against
REBUKE divination, enchantment, or illusion spells.
Starting at 2nd level, you can use your Channel
Divinity to repel those you see as representative
of the so-called gods. As an action, you present
your holy symbol and one aberration, celestial,
fiend, or humanoid spellcaster of your choice
with 30 feet of you must make a Wisdom saving
throw, provided it can see or hear you. If the
creature fails its saving throw, it is turned for 1
minute or until it takes any damage.
A turned creature must spend its turns trying
to move as far away from you as it can, and it
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EXORCISM DOMAIN bonus equal to your Intelligence modifier
(minimum 1) to your passive Perception and
Most churches dedicated to good-aligned gods passive Insight scores, instead of your normal
maintain a covert order, a hidden group given proficiency bonus.
unique powers to intervene when otherworldly
violations threaten the innocent. There are very EXORCIST’S STRIKE
few of you,and being organized at all is very new
for clerics called to your divine mandate. Yet From 1st level, when you hit with a melee
secrecy remains paramount. If common folk attack during your turn, you can use your bonus
knew the nature and scale of the threat action to force one target of the attack to roll an
constantly posed by abominations, fiends, and Intelligence saving throw. On a failed save, you
other horrors from outside the world, how could grant psychic protection to one ally of your
they go on with their lives? choice within 30 feet of the target. The next
time the target attacks the protected ally or
When absolutely necessary, you alter the forces that ally to make a saving throw before
memories of those who have encountered the the end of its next turn, it takes 2d4 psychic
darkest forces you fight. Most clerics of this damage.
domain hate violating the minds of the innocent,
but sparing common folk such knowledge is Once you reach 11th level, you add your
considered a mercy, and often prevents a near- Wisdom bonus to this damage.
certain loss of sanity.
ANOINTED VIGILANCE
This domain is most common among deities
of protection, duty, or vigilance, but any god Starting at 2nd level, whenever you use the
concerned with preserving the mortal world Turn Undead option of your Channel Divinity
against extraplanar incursion may grant its feature, instead of affecting undead with this
powers as necessary. Clerics of this domain ability, you can choose to affect one of the
often care little for their own appearance, but following types of creatures: aberrations,
maintain their tools devotedly. Their armor and celestials, elementals, fey, or fiends. Otherwise,
clothing are commonly embroidered, painted or the effect is identical to when you use Turn
inlaid with sacred verses, holy writings, and Undead, and creatures of the chosen type suffer
religious symbols. the same effects.
EXORCISM DOMAIN SPELLS In addition, whenever you cast detect evil and
good, you can make a special quick use of it to
Cleric avoid interfering with your concentration on
other spells. You can change the spell’s
Level Spells duration from “Concentration, up to 10
minutes” to “1 round” for this casting, gaining
1st protection from evil and good, shield its benefits only until the end of your next turn.
3rd arcane lock, see invisibility PROTECTIVE PRAYERS
5th counterspell, magic circle Beginning at 6th level, when a hostile creature
within 5 feet of you makes an opportunity
7th banishment, Mordenkainen’s private attack, that attack roll is made with
disadvantage. If the attack still hits, the attacker
sanctum takes radiant damage equal to your Wisdom
modifier (minimum 1).
9th circle of power, dispel evil and good
BONUS PROFICIENCIES
When you choose the Exorcism domain at level
1, you gain proficiency with heavy armor and
with one martial weapon of your choice. You
also gain proficiency in the Insight,
Investigation, and Perception skills. You add a
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DIVINE STRIKE BONUS PROFICIENCIES
At 8th level, you gain the ability to infuse your When you choose this domain at 1st level, you
weapon strikes with divine energy. Once on gain proficiency with heavy armor.
each of your turns when you hit a creature with
a weapon attack, you can cause the attack to CREATE HEARTHFIRE
deal an extra 1d8 radiant damage to the target.
When you reach 14th level, the extra damage When you choose this domain at 1st level, you
increases to 2d8. learn the create bonfireXGtE and fire hawk*
cantrips as cleric spells if you don’t already
UNCANNY PROTECTOR know them. These count as cleric spells for you,
but don’t count against the number of cantrips
Starting at 17th level, when an attacker that you you know. When a creature fails its saving
can see hits you or a creature within 5 feet of throw against the fire created by your casting of
you with an attack, you can use your reaction to the create bonfireXGtE cantrip, you can always
grant the attack’s target resistance to one type choose for that creature to succeed instead.
of damage dealt by that attack until the end of
its next turn. HEARTHFIRE WARD
HEARTH DOMAIN At 1st level, when you cast a spell of 1st level or
higher that would create fire or inflict fire
The warm security of hall and hearth is sacred damage, you can choose a friendly creature
to many cultures and faiths. Naturally, the within 30 feet. The chosen creature gains
hearth-flames of one’s home are also symbolic temporary hit points equal to your cleric level +
of community, family, and safety. Like clerics of your Wisdom modifier. You can use this feature
the Light domain, they believe in the holiness of a number of times equal to your Wisdom
fire, but for Hearth clerics, gathering around the modifier (a minimum of once). You regain all
fire and its warmth is what provides the true expended uses when you finish a long rest.
sanctification. Deities who grant this domain
are patrons of mothers, children, and those who HOLY FIRE
protect them, and they confer special blessings
on the meeting places of those who govern Starting at 2nd level, you can use your Channel
communities. Divinity to call down blessed flame which heals
allies but scourges enemies. As an action, you
Hearth clerics eschew large temples for present your holy symbol. Each non-hostile
smaller shrines and sanctuaries, often within creature of your choice within 30 feet of you is
larger homes or strongholds. They defend and healed for a number of hit points equal to 2d6 +
unite communities, preside over the quotidian your cleric level. At the same time, each hostile
rituals of daily life, and see to proper rites. creature of your choice within 30 feet of you
must make a Constitution saving throw. A
HEARTH DOMAIN SPELLS creature takes either fire or radiant damage
(your choice) equal to 2d6 + your cleric level on
Cleric a failed saving throw, or half as much damage
on a successful one. A creature that has total
Level Spells cover from you is not affected.
1st faerie fire, sanctuary
3rd flame blade, lesser restoration DEFENDING FLAMES
5th Leomund’s tiny hut, fireball
7th fire shield, Otiluke’s resilient sphere Beginning at 6th level, when you deal fire
9th flame strike, hallow damage to a Large or smaller creature, you can
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also push that creature up to 10 feet away from PROPHECY DOMAIN
you.
This is the domain of fate, destiny, and
DIVINE STRIKE prediction. Unlike most other divine domains, it
is not always granted by a god associated with
At 8th level, you gain the ability to infuse your those particular phenomena. Instead, any deity
weapon strikes with divine energy. Once on that wishes to have a more direct voice among
each of your turns when you hit a creature with mortals can bestow upon a cleric the prophetic
a weapon attack, you can cause the attack to gifts provided by this domain.
deal an extra 1d8 fire or radiant damage (your
choice) to the target. When you reach 14th level, While the power to foretell the future is great,
the extra damage increases to 2d8. it comes with a burden to bear as well. All these
prophets have an affliction that is married to
SAINT OF HEARTH AND HOME their unique boon, a physical metaphor for the
double-edged nature of their oracular abilities.
Starting at 17th level, you gain resistance to fire Other clergy often refer to this affliction as a
and necrotic damage. As an action, you can “thorn,” and speak of it with reverence, as well
temporarily give up both of these resistances, with a quiet relief that they were not the one to
transferring them to one other creature you receive such a gift.
touch. The creature keeps these resistances
until the end of your next short or long rest, or DOMAIN SPELLS
until you transfer them back to yourself as a
bonus action. You gain domain spells at the cleric levels listed
in the Prophecy Domain Spells table. See the
IN THE DOMAINS OF DREAD Divine Domain class feature for how domain
spells work.
Clerics of the Hearth domain are actually more
common in the Land of Mists than they are in other PROPHECY DOMAIN SPELLS
worlds. In this realm of darkness and fear, most
peoples’ daily lives and sense of safety are that much Level Spells
more dependent upon the fires of hearth and home.
Any village lacking a large church or temple likely has 1st detect evil and good, hunter’s mark
a small, humble shrine to a hearth deity. Frequently, 3rd augury, find steed
such a shrine has an “eternal flame,” a fire that is never 5th bestow curse, clairvoyance
permitted to go out. 7th arcane eye, divination
9th commune, dream
GODDESSES OF THE HEARTH
BONUS CANTRIPS
In most worlds, deities granting this domain tend to
not to be male. They include the goddess Boldrei in Starting at 1st level, you receive constant—and
Eberron and Eldath and Lliira in the Forgotten Realms, at times, overwhelming—insight from your
as well as Hathor and Isis of the Mulhorandi pantheon, prophetic gifts. You learn the guidance and
the dwarf goddess Berronar Truesilver, the halfling vicious mockery cantrips. These count as cleric
deities Cyrrollalee and Yondalla, the orc goddess cantrips for you, but they don’t count against the
Luthic, and the giant goddess Hiatea. number of cleric cantrips you know. When you
cast vicious mockery, instead of insults, you
utter prophecies of punishment for the target’s
transgressions.
BONUS PROFICIENCIES
At 1st level, you gain proficiency in the Insight
and Religion skills.
49