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Tarot Card Meanings & Interpretations

The document contains a table listing various cards from a deck and providing meanings and inversions for each card. The cards represent different archetypes and themes related to fortune telling or divination. The table provides the name and meaning of each card as well as what that card could represent if inverted or interpreted negatively.

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Cegła Wapno
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0% found this document useful (0 votes)
95 views23 pages

Tarot Card Meanings & Interpretations

The document contains a table listing various cards from a deck and providing meanings and inversions for each card. The cards represent different archetypes and themes related to fortune telling or divination. The table provides the name and meaning of each card as well as what that card could represent if inverted or interpreted negatively.

Uploaded by

Cegła Wapno
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Card Meaning Inversion

The Abjurer Those guided by logic and reasoning; warns of an Faulty logic; overthinking; trusting intuition
4 (LN) of stars overlooked clue or piece of information
The Anarchist A fundamental change brought on by one whose beliefs are Unnecessary destruction; dangerous idealism
6 (CN) of glyphs being put to the test
The Artifact The importance of some physical object that must be A falsely important object; What seemed
High deck obtained, protected, or destroyed at all costs important is not
The Avenger Justice and revenge for great wrongs; those on a quest to rid A hopeless battle; foolish bravery
1 (CG) of swords the world of great evil
The Beast Great rage or passion; something bestial or malevolent A steadying influence; a need to quell anger or
High deck hiding in plain sight or lurking just below the surface hatred
The Beggar Sudden change in economic status or fortune Loss or ruin; remaining destitute or
6 (CN) of coins misfortunate
The Berserker The brutal and barbaric side of warfare; blood lust; those Mercy in war; the calm after a storm
6 (CN) of swords with a bestial nature
The Bishop Strict adherence to a code or a belief Those who plot, plan, and scheme; events
8 (LE) of glyphs behind the scenes
The Broken One Defeat, failure, and despair; the loss of something or A missing piece; that which is needed most
High deck someone important, without which one feels incomplete
The Charlatan Liars; those who profess to believe one thing but actually Long-forgotten friends; an ally among
7 (NE) of glyphs believe another enemies
The Conjurer The coming of a supernatural threat; deals with powerful Those who think of themselves as gods; self-
3 (CE) of stars and dangerous beings aggrandizement
The Darklord A single, powerful individual of an evil nature, one whose A seemingly powerful individual that is
High deck goals have enormous and far-reaching consequences flawed or weakened
The Dictator All that is wrong with government and leadership; those A just ruler; government and leadership that
8 (LE) of swords who rule through fear and violence keeps people safe
The Diviner The pursuit of knowledge tempered by wisdom; truth and Compassionate deception; white lies
2 (LG) of stars honesty; sages and prophecy
The Donjon Isolation and imprisonment; being so conservative in Freedom; breaking old patterns
High deck thinking as to be a prisoner of one's own beliefs
The Druid Balance of nature; those that revere nature; release of Inner turmoil; insanity
5 (LG) of glyphs emotions
The Elementalist The triumph of nature over civilization; natural disasters; Mastery of nature; bountiful harvests
5 (LG) of stars the cruelty and ambivalence of nature
The Enchanter Inner turmoil that comes from confusion, fear of failure, or Distant hope; a light at the end of the tunnel;
3 (NG) of stars false information silver linings
The Evoker Magical or supernatural power that can't be controlled; Sanity; a return from madness; resistance to a
6 (CN) of stars magic for destructive ends great yearning
The Executioner Immanent death; an end; impartial justice False accusations and unjust prosecution
High deck
The Ghost The looming past; the return of an old enemy or the A past influence return to give aid; a past
High deck discovery of a secret buried long ago favor is repaid
The Guild Member Like-minded individuals joined together in a common goal; An organization or clique that is hurtful
5 (LG) of coins pride in one's work towards outsiders; distaste in others’ work
The Healer Healing, rest, and recovery; those who practice the healing A contagious illness, disease, or curse
3 (NG) of glyphs arts
The Hooded One A mysterious presence or newcomer; a visit to a strange Bigotry, intolerance, and xenophobia
7 (NE) of swords new place
The Horseman Death; disaster in the form of the loss of wealth or property, Temporary defeat; retreat; living to fight
High deck a horrible defeat, or the end of a bloodline another day
The Illusionist Lies and deceit; grand conspiracies; secret societies; the Seeing things for what they are; realizing
7 (NE) of stars presence of a saboteur something or someone is false
The Innocent A being of great importance whose life is in danger (who A person with hidden strength
High deck might be helpless or simply unaware of the peril)
Card Meaning Inversion
The Marionette The presence of a spy or a minion of some greater power; A dupe; being used
High deck an encounter with a puppet or an underling
The Mercenary Inner strength and fortitude; those who fight for power or Weakness or illness; a decline; aging
4 (LN) of swords wealth
The Merchant A rare commodity or business opportunity; deceitful or An unseen bargain; a rare find
4 (LN) of coins dangerous business transactions
The Miser Hoarded wealth; those who are irreversibly unhappy Meaninglessness; finding no pleasure in what
3 (CE) of coins was once pleasurable
The Missionary Those who spread wisdom and faith to others; warnings of Those who spread fear and ignorance; false
2 (LG) of glyphs the spread of fear and ignorance prophets
The Mists Something unexpected or mysterious; that which cannot be A great quest or journey that will try one's
High deck avoided; the inevitable spirit
The Monk Serenity; inner strength and self-reliance; supreme One who is ruled by emotion; overconfidence;
1 (CG) of glyphs confidence bereft of arrogance rejecting others’ ideas for your own
The Myrmidon Great heroes; a sudden reversal of fate; the triumph of the Static situations; lack of change
5 (LG) of swords underdog over a mighty enemy
The Necromancer Unnatural events and unhealthy obsessions; those who Turning away from evil; defeating the
8 (LE) of stars follow a destructive path darkness
The Paladin Just and noble warriors; those who live by a code of honor Treachery or evil in the name of good deeds;
2 (LG) of swords and integrity The ends justify the means
The Philanthropist Charity and giving on a grand scale; those who use wealth Opportunism or bribery
2 (LG) of coins to fight evil and sickness
The Priest Enlightenment; those who follow a deity, a system of Slavery or servitude; fear
Master of glyphs values, or a higher purpose
The Raven A hidden source of information; a fortunate turn of events; a An unexpected weakness; an unfortunate turn
High deck secret potential for good. of events
The Rogue Anyone for whom money is important; those who believe Detachment from the material and the
Master of coins money is the key to their success personal; indifference
The Seer Inspiration and keen intellect; a future event, the outcome of Leaving things up to chance; gambling; a
High deck which will hinge on a clever mind desperate plan with slim chances for success
The Shepherd Those who protect others; one who bears a burden far too Devoted followers; leaning on allies for
4 (LN) of glyphs great to be shouldered alone support; asking for help
The Soldier War and sacrifice; the stamina to endure great hardship Success through hard work; no quick victory
3 (NG) of swords
The Swashbuckler Those who like money yet give it up freely; likable rogues Those controlled by greed or envy; false
1 (CG) of coins and rapscallions friends
The Tax Collector Corruption in a government or organization Honesty in an otherwise corrupt government
8 (LE) of coins or organization
The Tempter One who has been compromised or led astray by temptation Giving in to hopelessness; Surrender to a
High deck or foolishness; one who tempts others for evil ends terrible fate
The Thief Those who steal or burgle; a loss of property, beauty, A long-hoped for gain, but under unfortunate
7 (NE) of coins innocence, friendship, or reputation circumstances
The Torturer The coming of suffering or merciless cruelty; one who is A chance for redemption; an end to pain,
3 (CE) of swords irredeemably evil or sadistic suffering, or hardship
The Trader Commerce; smuggling and black markets; fair and equitable Treachery and bad dealings; paying more than
3 (NG) of coins trades something is worth
The Traitor Betrayal by someone close and trusted; a weakening or loss Comeuppance; revenge; irony
3 (CE) of glyphs of faith
The Transmuter A new discovery; the coming of unexpected things; Happy failure; a long-awaited conclusion
1 (CG) of stars unforeseen consequences and chaos
The Warrior Strength and force personified; violence; those who use Truce; compromise; peaceful solutions
Master of swords force to accomplish their goals
The Wizard Mystery and riddles; the unknown; those who crave magical Power too great to wield; reaching for the
Master of stars power and great knowledge unattainable; things that are unknowable
The Broken Heart Spread Three Card Spreads
This is the spread is used for the readings, and is the standard A variety of three card spreads are also used, often for simple
spread for most Vistani Tarokka readers when answering questions and general readings of individuals. The meaning of
specific questions, typically about attaining goals or avoiding each card varies by individual spread, but the cards are always
harm. laid out in a row.

Common versions of this spread are:


• Body, mind, and spirit.
• Past, present, and future.
• The subject, another person, and their relationship.
• What will help, what will hinder, and what will do
both.

The Devil’s Pentagram


This spread is used most commonly by darker practitioners of
the Tarokka.

Cards 1 and 2 are called The Broken Heart. Card 1 is the


Heart, which represents the core of the issue or the subject
themself. Card 2 is the Cross, which represents a
complication, obstacle or clarification of the Heart.

Card 3 is the Blood. This is what will be taken from the


subject.

Card 4 is the Flesh. This is what the subject must willingly


give up in order to succeed or progress.
Card 1 represents the Dark Spirit; The subject’s darkest self.
Card 5 is the Face in the Mist. It is the outcome or conclusion.
The reader may hope to steer the subject away from, or
Often what will be gained if the proper sacrifices are made,
towards, this darkness.
but it may also simply be a summing up of the reading.
Card 2 represents Water; Actions taken in vein to alleviate
Card 6 is the Bone. This is what will remain after the
pain.
conclusion.
Card 3 represents Fire; Foolhardy actions. If tempered they
may lead to positive results. If encouraged in their raw form,
they may bring disaster.

Card 4 represents Earth: Something holding the subject back


from advancing, either towards the light or the dark. The
card’s nature may indicate which, or it may be decided upon
by the reader beforehand.

Card 5 represents Air: Hidden secrets. Unexpected ways the


subject or their situation may change.
Object Readings Strahd’s Enemy Readings
The Abjurer: Beacon of Argynvostholdt The Artifact: Rictavio // Baba Lysaga’s hut
The Anarchist: Hall of bones (castle) // Wachter cult The Beast: Zuleika Toranescu the werewolf // The Beast of
headquarters Graenseskov
The Avenger: Vladimir in Argynvostholdt The Broken One: Mad Mage // priest Donavich
The Beggar: Kasimir’s hovel The Darklord: An ally and an enemy // an enemy and an ally
The Berserker: Crypt 38 (castle) // Bluto has it (Elementalist (draw again twice to determine who)
inversion) The Donjon: Stella Wachter // Exethanter the lich
The Bishop: Amber Temple treasury The Ghost: Sir Godfrey Gwilym the revenant // Nikolai
The Charlatan: Old Bonegrinder attic Wachter ghost
The Conjurer: Baba Lysaga’s hut The Executioner: Izmark Kolyanovich // Izek
The Dictator: Audience Hall (castle) // West Sarcophagus The Horseman: Nikolai Wachter resurrected // Leo Dilisnya
room in Amber Temple resurrected
The Diviner: Madam Eva // The Black carriage The Innocent: Parriwimple // Gertruda
The Druid: Gulthias tree The Marionette: Pidlwick II // Gadof Blinsky
The Elementalist: Model of Castle Ravenloft in Amber The Mists: Ezmerelda // Clovin Belview the mongrelfolk
Temple The Raven: Davian Martikov the wereraven // Bella Sunbane
The Enchanter: Marina’s Monument in Berez the hag
The Evoker: Crypt 37 (castle) // Festival of the Burning Sun The Seer: Kasimir Velikov the dusk elf // Arabelle
The Guild Member: Crypt 5 (castle) // Wine Cellar of the The Tempter: Vasilka the flesh golem // Neferon the
Wizard of Wines arcanaloth
The Healer: Shrine of White Sun gazebo
The Hooded One: Giant statue in Amber Temple Strahd’s Location Readings
The Illusionist: Rictavio’s wagon The Artifact: Chapel // Heart of Sorrow
The Mercenary: Crypt 31 (castle) // Knights’ quarters at The Beast: Audience hall // South dungeon
Argynvostholdt The Broken One: Sergei’s tomb // Servants’ hall
The Merchant: Wine cellar (castle) // Bildrath’s back room The Darklord: Strahd’s tomb // Strahd’s portrait
The Miser: Treasury (castle) // Barovia graveyard The Donjon: Hall of bones // Tower roof
The Missionary: Garden at the Abbey The Ghost: King and Queen’s tomb // Hall of heroes
The Monk: Main Hall of Abbey The Executioner: Overlook // Rahadin’s office
The Myrmidon: Shrine in werewolf den The Horseman: Strahd’s tomb // Crypt of Beucephalus
The Necromancer: Study (castle) // Coffin maker’s shop The Innocent: Sergei’s tomb // King’s bedchamber
The Paladin: Sergei’s tomb (castle) // Tethering Posts of the The Marionette: North tower peak // Lounge
Abbey (Diviner inversion) The Mists: Outside of the castle // Brazier room
The Philanthropist: Nursery in the Abbey The Raven: King and Queen’s tomb // Wine cellar
The Priest: Chapel (castle) // Exethanter has it The Seer: Study // Witches’ cauldron
The Rogue: Blue Water Inn attic The Tempter: Treasury // Accountant’s chamber
The Shepherd: Tomb of king and queen (castle) // Under
Mad Mary’s floorboards Most reading inversions can be found here:
The Soldier: Tsolenka pass guard tower http://www.dmsguild.com/product/193472/Tarokka-Card-
The Swashbuckler: Crypt 7 (castle) // Svalich Woods Inversions-Options-for-Curse-of-Strahd
The Tax Collector: Vistani treasure wagon
The Thief: River Ivlis crossroads
The Torturer: Burgomaster’s attic in Vallaki
The Trader: Wizard of Wines glassblower’s workshop
The Traitor: Wachterhaus master bedroom
The Transmuter: North tower peak (castle) // Standing
Stones
The Warrior: Strahd’s tomb (castle) // Izek’s Bedroom
(Torturer inversion)
The Wizard: Van Richten’s tower
Card Critical Hit Effects The Miser: You disable one of the target's weapons (chosen
The Abjurer: Your staggering blow causes the target to be by the DM) and it cannot be used to make an attack until the
incapacitated until the end of your next turn. end of your next turn.
The Anarchist: The target loses 1d6-1 teeth (-1 to bite The Missionary: You can move the target up to 10 feet in any
damage) // the target’s jaw is broken (cannot bite). direction.
The Artifact: You have advantage on the next attack you The Mists: The target suffers one level of exhaustion.
make against the target before the end of your next turn. The Monk: Your attack causes the target to get wrapped up in
The Avenger: You can push the target up to 5 feet away from its clothes or part of the environment. It is restrained until the
you. end of your next turn.
The Beast: You hit the target so hard it and any creatures you The Myrmidon: The target is pushed back 5 feet and falls
choose within 30 feet of it are frightened of you until the end prone.
of your next turn. The Necromancer: Your inspiring attack allows any allies
The Beggar: A random item carried by the target (determined within reach of the target to make a melee attack against the
by the DM) drops out of the target's belt pouch, backpack, or target as a reaction.
other carrying equipment. The Paladin: You can push the target up to 10 feet away from
The Berserker: The target is pushed back 10 feet and falls you.
prone. The Philanthropist: The target has disadvantage on saving
The Bishop: Add 1d8 to your damage. throws until the end of your next turn.
The Broken One: The target becomes vulnerable to one of The Priest: Add 1d12 to your damage.
the damage types (determined by the DM) you dealt to it as The Raven: You gain an extra action which you must take
part of this critical hit until the end of your next turn. now, even if it is not your turn. The action can only be used to
The Charlatan: Add 1d6 to your damage. Dash, Dodge, Disengage, Use an Object, or to make one
The Conjurer: Your inspiring attack allows any allies within weapon attack.
range of the target to make a ranged attack against the target The Rogue: You break one of the target's weapons (chosen by
as a reaction. the DM).
The Darklord: You disable // destroy the target's (1d4: 1. left Seer: Your staggering blow causes the target to be blinded
arm, 2. right arm, 3. left leg, or 4. right leg), determined by the until the end of your next turn.
DM. The Shepherd: You can move the target up to 5 feet in any
The Dictator: The target cannot take reactions until the end of direction.
its next turn. The Soldier: Use the maximum damage amount of your base
The Diviner: Your staggering blow causes the target to be dice instead of rolling for this attack's damage.
deafened until the end of your next turn. The Swashbuckler: Use the maximum damage amount of all
The Donjon: You disable // destroy the target's (1d4: 1. left dice instead of rolling for this attack's damage.
hand, 2. right hand, 3. left foot, or 4. right foot), determined by The Tax Collector: The target's armor or natural armor is
the DM. damaged, and it takes a -1 penalty to AC. This penalty lasts
The Druid: Add 1d4 to your damage. until the target's armor is repaired (for worn armor) or it is
The Elementalist: Your staggering blow makes the target magically healed (for natural armor).
nauseous and it is poisoned until the end of your next turn. The Tempter: You have advantage on all attacks made
The Enchanter: You hit the target so hard it is frightened of against the target until the end of your next turn.
you until the end of your next turn. The Thief: A random nonmagical item carried by the target
The Evoker: Your staggering blow causes the target to be (determined by the DM) drops out of the target's belt pouch,
stunned until the end of your next turn. backpack, or other carrying equipment and breaks.
The Executioner: Add 2d10 to your damage. The Torturer: The target bleeds (possibly internally), losing
The Ghost: The target cannot take an action on its next turn. 1d4 hit points at the start of each of its turns until a successful
It can still take a bonus action. DC 10 Wisdom (Survival) check is made as an action, or it
The Guild Member: The target's drops whatever it is holding regains hit points.
and any nonmagical objects it drops break. The Trader: The target has disadvantage on attack rolls until
The Healer: You are emboldened and gain 1d8 temporary hit the end of your next turn.
points that last for 1 minute. The Traitor: Add 1d10 to your damage.
The Hooded One: You disable // destroy the target's (1d4: 1. The Transmuter: Until the end of your next turn, the target
ear, 2. left eye, 3. right eye, or 4. nose). either cannot attack you, or cannot attack anyone besides you,
The Horseman: As a reaction you can move up to your speed your choice. You must choose the former if you made a
and attack another target. This movement does not provoke ranged attack.
attacks of opportunity from the target. The Warrior: You can make a follow-up attack against the
The Illusionist: Your inspiring attack allows an ally who can target as a reaction.
see you to make an attack against the target as a reaction. The Wizard: Roll all of the attack’s damage dice three times
The Innocent: You disable // destroy 1d3-1 (CG) of the and add them together instead of twice.
target's fingers or toes (1d20: 1-10 finger, 11-20 toe; if two
digits the other is next to the first). Modified from:
The Marionette: The target's speed is halved until the end of http://www.dmsguild.com/product/184563/Tarokka-
your next turn. Expansion
The Mercenary: The target falls prone.
The Merchant: The target drops whatever it is holding.
Trinkets
Some trinkets from/inspired by: https://reddicediaries.com/random-things/random-things-gothic-horror-trinkets-for-dd-5e/ and
http://donjon.bin.sh/5e/random/#type=Trinket

The Abjurer: A hand mirror backed with a bronze depiction of a medusa. // The Darklord card from a Tarokka deck with the word
"NO" written in blood on its face.
The Anarchist: A switch used to discipline you as a child. // An ivory flute which seems to attract cats when played.
The Artifact: An old little doll made from a dark, dense wood and missing a hand and a foot. // A loosely-bound folio of diagrams of
an impossibly complex device.
The Avenger: The unopened letter to you from your dying father. // The old and worn black king from a chess set.
The Beast: A wolf’s head wrought in silver that is also a whistle. // A wooden whistle carved in the shape of a wolf, when blown it
gives out a low howling sound.
The Beggar: Clothes stolen from a scarecrow. // Four bone dice (six-sided) carved with the number 13 on every face.
The Berserker: A small book of pressed fairies. // A scribe's fevered account of having watched a play that caused the audience to go
berserk and attack each other.
The Bishop: A cameo with the profile’s face scratched away. // A love letter to "V" signed by "M.".
The Broken One: An urn with the ashes of a dead relative. // The diary of man who claims to have been cursed to forever walk the
earth, the writer is unidentified and the last few pages are missing.
The Charlatan: A bottle of invisible ink that can only be read at sunset. // A bronze gauntlet with six fingers.
The Conjurer: A tiny clockwork figurine of a dancer that’s missing a gear and doesn’t work. // An imp's skull floating in a bottle of
clear green fluid.
The Darklord: A doll made to look like Strahd. // A single cloth glove embroidered with Strahd's family crest.
The Dictator: A set of silverware used by a king for his last meal. // A small signet ring with the emblem of a bat on it.
The Diviner: A spinning top carved with four faces: happy, sad, wrathful, and dead. // A stone with a hole in it, when looked through
on the night of a full-moon it shows the landscape as it was 100 years previous.
The Donjon: A key to the family crypt. // An obsidian pyramid with a strange keyhole.
The Druid: A lepidopterist’s box filled dead moths with skull like patterns on their wings. // A necklace made from an animal's
jawbone.
The Elementalist: A walking cane with an iron ferule that strikes sparks on stone. // A single silk glove which smells of sulphur.
The Enchanter: A small locked box that quietly hums a lovely melody at night, but you always forget it in the morning. // A marble
figurine of a long-forgotten god.
The Evoker: A black wooden pipe that creates puffs of smoke that look like skulls. // The stuffed and preserved remains of a large
bat.
The Executioner: A wig from someone executed by beheading. // A length of hemp rope that ties itself into a noose each time it is
stowed away
The Ghost: A jar of pickled ghouls’ tongues. // An ancient and battered Ouija board.
The Guild Member: A birdcage into which small birds fly but once inside never eat or leave. // A vial of perfume, the scent of which
only certain creatures can detect.
The Healer: A bouquet of funerary flowers that always looks and smells fresh. // A glass rose that glows when you're injured.
The Hooded One: A black executioner’s hood. // A black lace veil, people viewed through it appear as emaciated skeletal versions of
themselves.
The Horseman: A demon's tongue floating in a bottle of clear red fluid. // A candle with the name of an ancient demon carved into it.
The Illusionist: A picture you drew as a child of your imaginary friend. // A hand-mirror that sometimes shows a shadowy figure
lurking behind the person looking in it.
The Innocent: The necklace of a sibling who died on the day you were born. // A blood-stained and rusty sacrificial dagger.
The Marionette: Porcelain doll’s head that always seems to be looking at you. // A tiny doll made out of straw, wearing tiny versions
your clothes.
The Mercenary: A hit list with seven names, including yours, with the other six crossed off. // A troll's fingertip floating in a bottle of
clear amber fluid.
The Merchant: A flag from a ship lost at sea. // A vampire fang carved into the bust of a beautiful woman.
The Miser: A lock that opens when blood is dripped in its keyhole. // A family tree showing the seven male heirs of a noble family,
there is a red circle drawn around the name of the seventh son.
The Missionary: A spyglass that always shows the world suffering a terrible storm. // A basalt idol depicting a creature that appears
to be half-man and half-fish.
The Mists: An inkwell that makes one a little nauseous when staring at it. // A compass that points unerringly to the site of the nearest
death.
The Monk: A tiny spool of black thread that never runs out. // A wooden flute which seems to make no sound when played.
The Myrmidon: A set of dark wooden pipes that produce a low moaning sound when used. //
The Necromancer: A wineskin that refills when interred with a dead person for a night. // A severed, active, and shrunken zombified
head with its teeth removed.
The Paladin: Pallid leather gloves crafted with ivory fingernails. // A modern transcription of an ancient prophecy predicting that the
highest of the land will fall when the sky cries blood.
The Philanthropist: A pocket watch that runs backward for an hour every midnight. // An evening dinner menu, there are spots of
what appear to be dried blood on it.
The Priest: A necklace formed of the interlinked holy symbols of a dozen deities. // A small prayer book, the cover is stained with an
unidentifiable slime.
The Raven: A mummified raven claw. // A red feather which floats in mid-air.
The Rogue: Dice made from the knuckles of a notorious charlatan. // A set of haunting sheet music labelled as 'Rudolpho's Concerto
of Madness.'
The Seer: A small mirror that shows a much older version of the viewer. // A deck of Tarokka fortune-telling cards.
The Shepherd: A music box that plays by itself whenever someone holding it dances. // A child's jack-in-the-box that plays an eerie
piping melody when the handle is turned.
The Soldier: A winter coat stolen from a dying soldier. // A deck of playing cards, but all the Hearts are missing.
The Swashbuckler: The wooden hand of a notorious pirate. // A large bronze key inscribed with the emblem of a skull and two
crossed swords.
The Tax Collector: Nails from the coffin of a murderer. // A dishonest (one side requires more weight to move) bronze scale that
keeps appearing in your dreams.
The Tempter: A teacup from a child’s tea set, stained with blood. // A necklace containing a faded portrait of a pale, middle-aged
woman.
The Thief: A ring of keys for forgotten locks. // The deed to a crumbling old manor house.
The Torturer: A pouch made of flesh, with a sinew drawstring. // A pendant of black stone carved in the form of a wasp.
The Trader: Small, worn book of children’s nursery rhymes. // A map showing the location of a small village reputed to only appear
once every 50 years.
The Traitor: A hangman’s noose that feels heavier than it should. // A copper coin bearing the visage of a noble man on one side, and
the image of a snarling wolf on the other
The Transmuter: A lantern with a black candle that never runs out and that burns with green flame. // An old, battered telescope that
shows odd luminescent lines linking the stars when it is used.
The Warrior: A broken pendent of a silver dragon that’s always cold to the touch. // A shard of bone inscribed with the word
"Eternal."
The Wizard: A little black book that records your dreams, and yours alone, when you sleep. // A burned out (empty and nonmagical)
wand of mage armor.
Magic Items
The Abjurer: Spell scroll (dispel magic) // Bracers of defense
The Anarchist: Dust of sneezing and choking // Amulet of proof against detection and location
The Artifact: Wand of wonder // Mace of smiting
The Avenger: Sword of vengeance (longsword) // Potion of heroism
The Beast: Wand of the centipede* // Potion of water breathing
The Beggar: +1 club // Feast bug*
The Berserker: Potion of hill giant strength // +2 greatclub
The Bishop: Potion of resistance (necrotic) // Staff of paranoia*
The Broken One: +2 Rod of the pact keeper // +2 pike
The Charlatan: Instrument of the bard (lyre) // Potion of speed
The Conjurer: Decanter of endless water // Spell scroll (conjure minor elementals)
The Darklord: +1 morningstar // Pipes of haunting
The Dictator: Mithral armor (plate) // Flame tongue (rapier)
The Diviner: Helm of telepathy // Potion of mind reading
The Donjon: Wand of web // Potion of gelatinous transformation*
The Druid: Potion of animal friendship // Quiver of Ehlonna
The Elementalist: Elemental Gem (water) // Boots of the winterlands
The Enchanter: Broom of flying // Philter of love
The Evoker: Wand of the war mage +1 // Potion of fire breath
The Executioner: +1 greataxe // Berserker axe
The Ghost: Potion of invisibility // Ring of feather falling
The Guild Member: Potion of resistance (fire) // Iron oculus*
The Healer: Potion of greater healing // Spell scroll (greater restoration)
The Hooded One: Cloak of elvenkind // Dust of dryness
The Horseman: Horseshoes of a zephyr // Bracers of archery
The Illusionist: Deck of illusions (21 cards) // Scroll of aberrant perception*
The Innocent: Brooch of shielding // Spell scroll (remove curse)
The Marionette: Potion of diminution // Scale mail of the serpent*
The Mercenary: Assassin's bracer* // Vicious longbow
The Merchant: Bag of holding // Hat of this guise*
The Miser: Oil of eyes* // Immovable rod
The Missionary: Spell scroll (haste) // Boots of striding and springing
The Mists: Potion of gaseous form // Eversmoking bottle
The Monk: Potion of poison resistance // +2 kama (sickle)
The Myrmidon: Weapon of warning (spear) // +1 breastplate
The Necromancer: Elixir of death* // Staff of withering
The Paladin: Armor of resistance (splint, poison) // Spell scroll (aura of life)
The Philanthropist: Quaal's feather token (tree) // Winged boots
The Priest: Scroll of protection (fiends) // +1 mace
The Raven: Raven's eye // Figurine of Wondrous Power (silver raven)
The Rogue: +2 dagger // Spell scroll (knock)
The Seer: Potion of clairvoyance // Gloves of missile snaring
The Shepherd: Bag of tricks (rust) // +1 quarterstaff
The Soldier: +1 shield // Sentinel shield
The Swashbuckler: Oil of slipperiness // Spell scroll (mirror image)
The Tax Collector: Shield of missile attraction // Potion of poison
The Tempter: Demon Armor (Scale) // Bag of devouring
The Thief: Gloves of thievery // Glamoured studded leather
The Torturer: Oil of aberrant ground* // Sword of wounding (shortsword)
The Trader: Ring of warmth // 500 gp diamond
The Traitor: +2 light crossbow // Zombie scroll*
The Transmuter: Potion of ghoulish strength* // Ring of water walking
The Warrior: +1 halberd // Gauntlets of ogre power
The Wizard: Pearl of power // Bead of force
*new item described below
New items from/inspired by:
http://donjon.bin.sh/5e/random/#type=Weird Magic Item Raven's Eye (Wondrous Item): Any creature which ends its
turn within 10 feet of this dark eye-like marble and can see it
Assassin's Bracer (Wondrous Item, requires attunement): is distracted by it and unable to take reactions until the end of
While wearing this fell bracer, you can use an action to speak its next turn.
its command word. The bracer severs your hand, dealing 1d4
damage to you, and animates it as an undead crawling claw Scale Mail of the Serpent (Armor, scale mail, requires
(MM 44). The creature acts on its own initiative count and attunement): While wearing this scale mail, you can use an
follows your mental commands. You can return your hand by action to speak its command word. The armor transforms into
holding it to your arm and using an action to speak the a giant constrictor snake, with you still inside it. The creature
command word again. acts on its own initiative count and follows your mental
commands. The armor returns to its normal form when you
Elixir of Death (Potion): When you drink this shadowy use an action to speak the command word again, or if the
potion, you fall into a cataleptic state, as if you had cast the creature is reduced to 0 hit points. The armor can't be used this
spell Feign Death on yourself. way again until the next dawn.

Feast Bug (Potion): This potion flask contains a single small, Scroll of Aberrant Perception (Scroll): You can use an
beetle-like insect. Consuming it is enough to sustain you for action to read this scroll and make yourself able to see things
24 hours, and removes one level of exhaustion. The bug is which cannot be seen. You can see invisible creatures and
delicious. objects as if they were visible, and you can see into the
Ethereal Plane.
Hat of This Guise (Wondrous Item, requires attunement): Curse: You also see that you are surrounded by hundreds
While wearing this hat, you can use an action to make yourself of nightmarish creatures, aberrant and amorphous things with
– including your clothing, armor, weapons, and other too many eyes and writhing tentacles.
belongings – look like an undead zombie. You can use another
action to deactivate the hat. Staff of Paranoia (Staff, requires attunement by a
spellcaster): This staff has 10 charges. While holding it, you
Iron Oculus (Wondrous Item, requires attunement): This can use an action to expend 1 or more of its charges to cast
hollow iron sphere is inscribed with an eye-like iris, and a one of the following spells from it, using your spell save DC
brass hinge and clasp allow it to open. You can use an action and spellcasting ability modifier: Detect Poison and Disease (1
to hold the open oculus to your eye and speak its command charge), Find Traps (2 charges), Glyph of Warding (3
word. Your eye is drawn into the sphere, leaving an empty charges), or Death Ward (4 charges). The staff regains 1d6 + 4
socket. While your eye is trapped and you are holding the expended charges daily at dawn. If you expend the last charge,
oculus, you have darkvision out to a range of 120 feet, and can roll a d20. On a 1, the staff vanishes and joins the conspiracy
detect polymorphed and shapechanged creatures and objects against you.
within 120 feet. You can use another action to return your eye
from the oculus. Wand of the Centipede (Wand, requires attunement): This
wand is crafted from dark wood, and carved to appear finely
Oil of Aberrant Ground (Potion): You can pour this oil onto segmented. While holding it, you can use an action to speak its
the ground around you, or hurl it up to 30 feet. In either case, command word, transforming it into a giant centipede. The
it turns the ground in a 10-foot radius into writhing flesh-like creature acts on its own initiative count and follows your
difficult terrain. Each creature that starts its turn in that area mental commands. The wand returns to its normal form when
must succeed on a DC 13 Strength saving throw or have its you use a bonus action to speak the command word again, or
speed reduced to 0 until the start of its next turn. The effect if the creature is reduced to 0 hit points. The wand can't be
lasts for 1 minute. used this way again until the next dawn.

Oil of Eyes (Potion): This jelly-like oil can cover a Medium Zombie Scroll (Scroll): This scroll appears to have been
or smaller creature, and takes 10 minutes to apply. The stitched together from various skins and hides. You can use an
affected creature grows eyes all over its body, letting it see in action to read it and place the scroll upon a dying creature that
all directions and granting it advantage on Wisdom has 0 hit points. The creature becomes stable, and is animated
(Perception) checks that rely on sight. The effect lasts for 1 as an undead zombie. The zombie acts on its own initiative
hour. count and follows your mental commands. The effect lasts
until the creature takes any damage (causing it to begin
Potion of Gelatinous Transformation (Potion): When you making death saving throws again) or regains any hit points
drink this slimy potion, you are polymorphed into a gelatinous and becomes conscious.
cube for 1 hour.

Potion of Ghoulish Strength (Potion): For 1 hour after


drinking this rotting potion, your Strength score changes to 13
and your unarmed strike can paralyze a target. If the target is a
creature other than an elf or undead, it must succeed on a DC
13 Constitution saving throw or be paralyzed for 1 minute.
The creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Random Encounters
Draw 1/hour. Encounter occurs on a high deck card.

Eastland Day (Level 3-4) Eastland Night (Level 3-4)


Artifact — Trinket Artifact — Bear Trap (XGtE p. 114), draw again
Beast — 2d6 wolves // 1d6+1 wolves lead by a dire wolf Beast — 3d6 wolves // 1d6 giant spiders
Broken One — 1d3 berserkers // 1d4 death dogs Broken One — 1d4+2 dire wolves // werespider
Darklord — werewolf in human form // night hag Darklord — The Collector and 1d3 Minor Collected Souls
Donjon — Grave // Hidden Bundle Donjon — 1d8 swarms of bats // Grave, draw again
Executioner — Corpse Executioner — Corpse, draw again // shambling mound
Ghost — 2d6 zombies // ogre zombie Ghost — Hidden Bundle, draw again // 2d6 shadows
Horseman — skeleton riding warhorse skeleton Horseman — 1d3 // 1d6 skeletons riding warhorse skeletons
Innocent — 3d6 Barovian commoners // 1d6 Barovian scouts Innocent — vampire spawn // 1d4+1 feral vampires (SFV)
Marionette — Bear Trap (XGtE p. 114), draw again Marionette — 1d6 scarecrows
Mists — False Trail, draw again Mists — will-o’-wisp, draw again (replaces zombies if an
Raven — wereraven // 2d4 swarms of ravens encounter; otherwise, 3d6 zombies as normal)
Seer — 1d4 Barovian witch (CoS) and 1d6 zombies Raven — 2d4 giant wasps // False Trail, draw again
Tempter — 1d4 Strahd zombies (CoS) Seer — 1d4+2 Barovian witches (CoS) plus 2d6 zombies
Tempter — 1d8 Strahd zombies (CoS)

Past Luna River Day (Level 5-7) Past Luna River Night (Level 5-7)
Artifact — Trinket Artifact — Pit Trap, DC 14, 30-foot fall (XGtE p. 114), draw
Beast — 2d6 wolves and 1d6 dire wolves // 3d6 wolves and again
1d6 dire wolves Beast — 1d3+2 werewolves in wolf form
Broken One — 1d3 werewolves in human form Broken One — 2d6 dire wolves // 1d6 ogre zombies
Darklord — 2d4 ghouls // 1d6 ghasts Darklord — The Collector and 1d3+1 Moderate Collected
Donjon — Hidden Bundle // Bear Trap (XGtE p. 114), draw Souls
again Donjon — Bear Trap (XGtE p. 114), draw again
Executioner — Grave Executioner — 1d6 meenlocks (VGtM)
Ghost — 1d8 Strahd zombies (CoS) // 1d8 ghasts Ghost — ghost // 2d6 specters
Horseman — 1d6 Vistani bandit captains on warhorses Horseman — vampire spawn riding warhorse
Innocent — 3d6 Barovian commoners // 1d6 Barovian scouts Innocent — 2d8 Strahd zombies (CoS) // 2d8 feral vampires
Marionette — 2d6 scarecrows (SFV)
Mists — False Trail, draw again Marionette — 2d6 vargouilles (VGtM) // 1d6 redcaps
Raven — wereraven // 2d4 swarms of ravens (VGtM)
Seer — blight druid and twig blight swarms // blight druid Mists — will-o’-wisp, draw again (replaces zombies if an
and 1d6 thorn blights encounter; otherwise, 3d6 zombies as normal)
Tempter — experienced witch and 1d6+1 ghouls // night Raven — False Trail, draw again // 3d6 swarms of bats
hag Seer — 1d3 annis hags (VGtM)
Tempter — 1d3 experienced witches and 1d6+1 ghouls

Mountains Day (Level 8-9) Mountains Night (Level 8-9)


Artifact — Trinket, draw again Artifact — 2d4 gargoyles // Bear Trap (XGtE p. 114), draw
Beast — 1d6 winter wolves again
Broken One — 1d8 wights // revenant Beast — 1d6+1 winter wolves // 1d6 wereboars
Darklord — 2d6 berserkers // 1d4 wereboars Broken One — 1d8+2 wights // revenant
Donjon — Hidden Bundle, draw again // Bear Trap (XGtE p. Darklord — The Collector and 1d3+2 Major Collected Souls
114), draw again Donjon — 1d4 vampire spawn // bloodmist vampire (SFV)
Executioner — Corpse, draw again Executioner — fomorian // 1d6+1 redcaps (VGtM)
Ghost — banshee // invisible stalker Ghost — 1d3 wraiths // 1d4 shadow demons
Horseman — 1d8 minotaur skeletons Horseman — 1d3 vampire spawn riding warhorses // 2d4
Innocent — Grave, draw again minotaur skeletons
Marionette — 2d6 scarecrows Innocent — 1d8 werewolves in wolf form
Mists — False Trail, draw again Marionette — 2d4 meenlocks
Raven — 2d8 giant vultures Mists — 2d4 shadow mastiffs (VGtM) // 2d6 shadows
Seer — 1d3+1 blight druids // bheur hag (VGtM) mastiffs (VGtM)
Tempter — fomorian // tree blight (CoS) Raven — wereraven (VGtM)
Seer — 1d3 bheur hags (VGtM)
Tempter — oni // 1d3 oni
Castle Random Encounters Blight Druids
Draw 1/20 minutes. Encounter occurs on a high deck card. These corrupt druids worship Strahd. Their statistics, as well
as those for the swarms of twig blight and the thorn blights
Castle Ravenloft Early-Game (Level 3-5) that accompany them, can be found below.
Artifact — Broom of animated attack (CoS) // 1d6
animated armors, each with a flying sword Bride
Beast — Black cat // Giant spider cocoon Ludmilla Vilisevic the vampire mage (SFV), Anastrasya
Broken One — 1d4+1 Vistani bandits // crawling Strahd Karelova the vampire duelist (SFV), or Valenta Popofsky the
zombie (CoS) vampire assassin (SFV). Or a vampire spawn consort if all
Darklord — Strahd von Zarovich (CoS) // bat three are dead. See CoS, page 94 for more on the brides. Each
Donjon — 2d6 crawling claws // feral vampire (SFV) of the brides also have the Claw and Bite actions of a vampire
Executioner — Rahadin (CoS) // vampire spawn spawn. Anastrasya an Karelova have a +7 bonus to attack, +4
Ghost —1d6 shadows // wraith + 1d4 shadows instead of +3 to damage, and an Escape DC of 14, when using
Horseman — Shadow mastiff these actions. Anastrasya and Karelova wear glamoured
Innocent — 1d4 Barovian commoners // Bride armor, which functions like glamoured studded leather, but
Marionette — Unseen Servant // Pidlwick II does not grant a +1 bonus, and Karelova’s is breastplate.
Mists — Trinket // Blinsky toy
Raven — Butler Butler
Seer — Barovian witch (CoS) Cyrus Belview, mongrelfolk butler.
Tempter — 1d4 ghouls // Escher
Escher
Castle Ravenloft Mid-Game (Level 6-8) Escher is a vampire bloodknight (SFV). Escher does not
Artifact —1d4+2 animated armors, each with a flying sword carry a shield (AC 18; 1d10 base longsword damage if used
Beast — Black cat // Giant spider cocoon two-handed). He also has the Claw and Bite actions of a
Broken One — 1d4+1 Vistani thugs // crawling Strahd vampire spawn, with a +8 bonus to attack, +4 instead of +3 to
zombie (CoS) damage, and an Escape DC of 14. He also wears glamoured
Darklord — Bat // Strahd von Zarovich (CoS) armor, which functions like glamoured studded leather, but
Donjon — 2d6 feral vampires (SFV) does not grant a +1 bonus and is plate armor.
Executioner — vampire assassin (SFV) // Rahadin (CoS)
Ghost —1d6 shadows // wraith + 1d6 shadows
Horseman — 1d4+1 shadow mastiffs
Experienced Witches
Innocent — 1d4 Barovian commoners // Bride These witches are simply more powerful Barovian Witches.
Marionette — Unseen Servant // Pidlwick II See below for statistics.
Mists — Trinket // Blinsky toy
Raven — Butler // Ezmerelda d'Avenir (CoS) The Collector
Seer — 1d3 experienced witches and 1d4+1 ghouls // ghasts Once an adventurer seeking to destroy Strahd, the Collector
Tempter — 1d4 wights // Escher was slain in his mission, but returned by the Dark Powers,
twisted into a shadow fey, and doomed to seek other like it,
Castle Ravenloft Late-Game (Level 9-10) and collect their souls, and what remains of their bodies.
Artifact — 1d4 helmed horrors The Collector keeps many of these macabre trophies
Beast — Black cat // Giant spider cocoon inside of its large coat, where only the faces of the spirits can
Broken One — 1d4 Vistani master thieves (VGtM) // be seen, but it can also summon some of its collection to help
crawling Strahd zombie (CoS) it harvest. The more powerful the souls it hunts, the more
Darklord — Strahd von Zarovich (CoS) // in bat form powerful souls it can summon.
Donjon — 1d4+2 vampire spawn // Vampire Adventurers A summoned collected soul looks much like a cross
Executioner — Rahadin (CoS) between a ghost and a zombie. A transparent spirit on top of
Ghost —1d6 shadows // wraith + 1d6 shadows pieces of its rotting body. Some are more flesh than others, but
Horseman — The Collector all manifest as solid beings.
Innocent — 1d4 Barovian commoners // Bride If the Collector is currently dead, the encounter is with
Marionette — Unseen Servant // Pidlwick II only the collected souls.
Mists — Trinket // Blinsky toy
Raven — Butler // Ezmerelda d'Avenir (CoS) Or you can use the Collector from:
Seer — 1d4+1 experienced witches and 1d6+1 ghouls // http://www.dmsguild.com/product/184563/Tarokka-
ghasts Expansion
Tempter — 2 vampire bloodknights (SFV) // Escher
Vampire Adventurers
Vampire assassin, vampire duelist, and vampire mage
SFV monster can be found here: (from SFV). Each of the adventurers also have the Claw and
http://slyflourish.com/sly_flourishs_vampires.html Bite actions of a vampire spawn. The assassin and duelist
have a +7 bonus to attack, +4 instead of +3 to damage, and an
Escape DC of 14, when using these actions.
EXPERIENCED WITCH BLIGHT DRUID
Medium humanoid (human), chaotic evil Medium humanoid (human), chaotic evil

Armor Class 12 (15 with mage armor) Armor Class 12 (16 with barkskin)
Hit Points 65 (10d8 + 20) Hit Points 65 (10d8 + 20)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 14 (+2) 16 (+3) 13 (+1) 12 (+1) 10 (+0) 14 (+2) 15 (+2) 13 (+1) 17 (+3) 11 (+0)

Skills Arcana +5, Deception +3, Perception +3 Skills Nature +3, Survival +5
Senses passive Perception 13 Senses passive Perception 13
Languages Common Languages Common, Druidic
Challenge 3 (700 XP) Challenge 3 (700 XP)

Spellcasting. The witch is a 7th level spellcaster. Its Spellcasting. The blight druid is a 7th level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to hit spellcasting ability is Wisdom (spell save DC 14, +6 to hit
with spell attacks). It has the following wizard spells with spell attacks). It has the following druid spells prepared:
prepared:
Cantrips (at will): shillelagh, poison spray, thorn whip
Cantrips (at will): mage hand, poison spray, prestidigitation, 1st (4 slots): entangle, ice knife, thunderwave
ray of frost 2nd (3 slots): barkskin, moonbeam, poison thorns*
1st (4 slots): mage armor, sleep, Tasha’s hideous laughter 3rd (3 slots): erupting earth, lightning bolt, poison breath*
2nd (3 slots): alter self, blindness/deafness, invisibility 4th (1 slot): blight
3rd (3 slots): bestow curse, dispel magic *see below
4th (1 slot): confusion, polymorph
ACTIONS
ACTIONS Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Claws (Requires Alter Self). Melee Weapon Attack: +5 to hit, Hit: 4 (1d8) bludgeoning damage.
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. This
attack is magical. Shillelagh (Requires shillelagh spell). Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 bludgeoning damage. This attack is magical.
ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
damage.

Poison Breath
Poison Thorns Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Classes: Druid, Sorcerer, Warlock, Wizard 3rd-level conjuration
2nd-level abjuration Casting Time: 1 action
Casting Time: 1 action Range: 10 feet
Range: Self Components: V, S, M (a glass vile)
Components: V, S Duration: 1 minute
Duration: 1 minute
You breathe a puff of inhaled poison at a creature within
Thorny vines dripping with poison cover you and your gear. range. The target must make a Constitution saving throw. On
Whenever a creature within 5 feet of you makes a melee a failed save, the target is poisoned, and suffers one of the
attack against you, you can use your reaction to prick that following effects. At the end of each of its turns, the creature
creature with these vines. Make a melee spell attack against can make another Constitution saving throw. On a success,
it. On a hit, it takes 1d6 piercing damage and 1d6 poison the effect ends for the target. A creature that does not
damage. breathe cannot be affected, but a creature cannot hold its
At Higher Levels. When you cast this spell using a spell breath to avoid this spell.
slot of 3rd level or higher, the poison damage increases by Burnt Othur Fumes. The target takes 4d6 poison
1d6 for each spell slot above 2nd. damage at the start of each of its turns while poisoned by
this spell.
Essence of Ether. The creature is unconscious while
poisoned by this spell. It wakes up if it takes damage or if
another creature takes an action to shake it awake.
Malice. The target is blinded and deafened while
poisoned by this spell.
SWARM OF TWIG BLIGHTS THORN BLIGHT
Huge swarm of Small plants, neutral evil Medium plant, neutral evil

Armor Class 14 (natural armor) Armor Class 15 (natural armor)


Hit Points 60 (8d12+8) Hit Points 44 (8d8+8)
Speed 20 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 12 (+1) 4 (-3) 8 (-1) 3 (-4) 17 (+3) 16 (+3) 13 (+1) 5 (-3) 10 (+0) 3 (-4)

Damage Vulnerabilities fire Condition Immunities blinded, deafened


Condition Immunities blinded, deafened Senses Blindsight 60 ft. (blind beyond this radius), passive
Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 10
Perception 9 Languages understands Common but cannot speak
Languages understands Common but cannot speak Challenge 2 (450 XP)
Challenge 3 (700 XP)

Thorns. A creature that touches the thorn blight or hits it


False Appearance. While the blights remain motionless, they with a melee attack while within 5 feet of it takes 1 piercing
are indistinguishable from a patch of dead shrubs. damage and 3 (1d6) poison damage.

Swarm. The swarm can occupy another creature's space and ACTIONS
vice versa, and the swarm can move through any opening Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
large enough for a Small twig blight. The swarm can't regain target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison
hit points or gain temporary hit points. damage.

ACTIONS Needles. Melee Weapon Attack: +5 to hit, range 30/60 ft.,


Multiattack. The swarm chooses any number of creatures one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6)
that occupy its space and makes an attack against each of poison damage.
them.

Claws. Melee Weapon Attack: +5 to hit, reach 0 ft., one


target. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing
damage if the swarm has half of its hit points or fewer.
THE COLLECTOR
Large fey, lawful evil

Armor Class 16 (natural armor)


Hit Points 76 (8d10 + 32)
Speed 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 19 (+4) 15 (+2) 17 (+3) 16 (+3)

Saving Throws Dex +4, Wis +6, Cha +6


Skills Intimidation +6, Perception +6, Stealth +7
Damage Resistances cold, fire, lightning, necrotic, thunder;
bludgeoning, piercing, and slashing from magical weapons
Damage Immunities poison; bludgeoning, piercing, and
slashing from nonmagical, non-cold iron weapons
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages telepathy 120 ft.
Challenge 5 (1,800 XP)

Float. The Collector always hovers just above the ground. It (inspired by the Darkest Dungeon mini-boss)
makes little sound when it moves, granting it advantage on
Dexterity (Stealth) checks to avoid being heard. - The Ghost. The Collector summons another collected
soul from within its coat, of the same type as one
Magic Resistance. The Collector has advantage on saving that accompanied it for this encounter. The new soul
throws against spells and other magical effects. appears within 5 feet of the Collector.
- The Executioner. The next attack the Collector hits with
Reformation. When reduced to 0 hit points, the Collector before the start of its next turn becomes a critical
vanishes. It reappears elsewhere in Barovia 9 days later, alive hit.
and at full hit points. - The Horseman. The Collector’s speed is doubled and it
does not provoke attacks of opportunity until the
Tarokka. As a bonus action, the Collector can reveal a start of its next turn.
Tarokka card, drawn randomly. The effect depends on the - The Innocent. No effect.
card. Spells are cast with a DC of 14, and a spell attack - The Marionette. The Collector casts crown of madness.
bonus of +6. The Collector can concentrate on any number - The Mists. The Collector casts blur.
of spells cast with this ability. - The Raven. The Collector suffers disadvantage on ability
- Swords. The Collector gains a bonus equal to the card’s checks and attack rolls until the start of its next turn.
number (10 for master) to its next damage roll - The Seer. The Collector casts mirror image.
before the start of its next turn.
- The Tempter. The Collector or one of its Collected Souls
- Stars. The Collector adds half of the card’s number (10 within 60 feet of it casts compelled duel.
for master), rounded up, to its attack rolls until the
start of its next turn.. ACTIONS
- Coins. The Collector gains temporary hit points equal to
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
the card’s number (10 for master). These temporary
target. Hit: 7 (1d10 + 3) bludgeoning damage plus 7 (2d6)
hit points last for up to 1 minute.
necrotic damage. The Collector regains hit points equal to
- Glyphs. The Collector adds half of the card’s number (10
the necrotic damage dealt.
for master), rounded up, to its Armor Class until the
start of its next turn.
Life Drain. Ranged Spell Attack: +6 to hit, range 60 ft., one
- The Artifact. The Collector casts spike growth. The spell target. Hit: 17 (4d6 + 3) necrotic damage. The Collector
does not affect any collected souls. regains hit points equal to the necrotic damage dealt.
- The Beast. The Collector makes an attack.
- The Broken One. The Collector casts suggestion. The Show Collection (Recharge 6). The Collector displaying the
suggestion is always, “give up, for there is no hope.” faces of tortured spirits and a variety of their rotting body
- The Darklord. The Collector uses its Show Collection parts stitched into the interior of its coat. Each living
ability, even if it is not recharged. If it is recharged, it creature within 60 feet that can see the Collector must make
remains so. a DC 14 Wisdom saving throw, taking 17 (5d6) psychic
- The Donjon. The Collector casts hold person. damage on a failed save, or half as much on a successful one.
A creature that fails this save is also frightened for 1 minute,
and can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Minor Collected Souls
COLLECTED MAGE
Small or Medium undead (collected soul), lawful evil COLLECTED PRIEST
Small or Medium undead (collected soul), lawful evil
Armor Class 11 (14 with mage armor)
Hit Points 13 (3d8) Armor Class 14 (natural armor)
Speed 30 ft. Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR DEX CON INT WIS CHA
9 (-1) 13 (+1) 11 (+0) 15 (+2) 12 (+1) 10 (+0) STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 12 (+1) 10 (+0) 15 (+2) 13 (+1)
Saving Throws Int +4, Wis +3
Damage Resistances necrotic Saving Throws Wis +4, Cha +3
Damage Immunities poison Damage Resistances necrotic
Condition Immunities charmed, frightened, poisoned Damage Immunities poison
Senses darkvision 120 ft., passive Perception 11 Condition Immunities charmed, frightened, poisoned
Languages – Senses darkvision 120 ft., passive Perception 12
Challenge 1/2 (100 XP) Languages –
Challenge 1/2 (100 XP)

Spellcasting. The collected mage is a 2nd level spellcaster.


Its spellcasting ability is Intelligence (spell save DC 12, +4 to Spellcasting. The collected priest is a 2nd level spellcaster.
hit with spell attacks). It has the following wizard spells Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit
prepared: with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): firebolt, prestidigitation Cantrips (at will): sacred flame, thaumaturgy
1st (3 slots): burning hands, color spray, ice knife, mage 1st (3 slots): bane, bless, cure wounds (can affect collected
armor souls), shield of faith

ACTIONS ACTIONS
Rod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Hit: 3 (1d4 + 1) bludgeoning damage. target. Hit: 4 (1d6 + 1) bludgeoning damage.
COLLECTED THIEF COLLECTED WARRIOR
Small or Medium undead (collected soul), lawful evil Small or Medium undead (collected soul), lawful evil

Armor Class 13 Armor Class 17 (natural armor, shield)


Hit Points 13 (3d8) Hit Points 19 (3d8 + 6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 11 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 11 (+0)

Saving Throws Dex +5, Int +3 Saving Throws Str +4, Con +4
Skills Perception +5 Damage Resistances necrotic
Damage Resistances necrotic Damage Immunities poison
Damage Immunities poison Condition Immunities charmed, frightened, poisoned
Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 11
Senses darkvision 120 ft., passive Perception 15 Languages –
Languages – Challenge 1/2 (100 XP)
Challenge 1/2 (100 XP)

ACTIONS
Sneak Attack. The collected thief deals an extra 7 (2d6) Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
damage when it hits a target with a weapon attack and has target. Hit: 6 (1d8 + 2) slashing damage.
advantage on the attack roll, or when the target is within 5
feet of an ally of the assassin that isn’t incapacitated and the Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft.,
assassin doesn't have disadvantage on the attack roll. one target. Hit: 5 (1d6 + 2) piercing damage.

ACTIONS REACTIONS
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 Protection. When an ally within 5 feet of the collected
ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing warrior is attacked, the warrior can interpose itself between
damage. the ally and the attacker, causing the attack to take
disadvantage.
Moderate Collected Souls
COLLECTED BARD COLLECTED BERSERKER
Small or Medium undead (collected soul), lawful evil Small or Medium undead (collected soul), lawful evil

Armor Class 13 (natural armor) Armor Class 13 (natural armor)


Hit Points 22 (5d8) Hit Points 67 (9d8 + 27)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 10 (+0) 11 (+0) 15 (+2) 16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)

Saving Throws Int +2, Wis +4 Saving Throws Str +4, Con +4
Damage Resistances necrotic Damage Resistances necrotic
Damage Immunities poison Damage Immunities poison
Condition Immunities charmed, frightened, poisoned Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 12 Senses darkvision 120 ft., passive Perception 10
Languages – Languages –
Challenge 2 (450 XP) Challenge 2 (450 XP)

Inspiration (2/Long Rest). As a bonus action, the collected Reckless. At the start of its turn, the collected berserker can
bard can inspire one other creature within 60 feet that can gain advantage on all melee weapon attack rolls during that
hear it. Once within the next 10 minutes, the inspired turn, but attack rolls against it have advantage until the start
creature can add a d6 to one ability check, attack roll, or of its next turn.
saving throw it makes, after rolling but before determining
the result. ACTIONS
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Spellcasting. The collected bard is a 4th-level spellcaster. Its target. Hit: 9 (1d12 + 3) slashing damage.
spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). It has the following bard spells prepared: Longbow. Ranged Weapon Attack: +3 to hit, range 150/600
ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Cantrips (at will): minor illusion, vicious mockery
1st level (4 slots): dissonant whispers, faerie fire, healing
word, heroism
2nd level (3 slots): heat metal, phantasmal force, suggestion

ACTIONS

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 6 (1d8 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range


30/120 ft., Hit: 5 (1d6 + 2) piercing damage.
COLLECTED RANGER COLLECTED SORCERER
Small or Medium undead (collected soul), lawful evil Small or Medium undead (collected soul), lawful evil

Armor Class 15 (natural armor) Armor Class 14 (natural armor)


Hit Points 45 (7d8 + 14) Hit Points 27 (5d8 + 5)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 11 (+0) 9 (-1) 13 (+1) 12 (+1) 13 (+1) 14 (+2) 17 (+3)

Saving Throws Str +3, Dex +5 Saving Throws Con +3, Cha +5
Skills Perception +5 Damage Resistances necrotic
Damage Resistances necrotic Damage Immunities poison
Damage Immunities poison Condition Immunities charmed, frightened, poisoned
Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 12
Senses darkvision 120 ft., passive Perception 15 Languages –
Languages – Challenge 2 (450 XP)
Challenge 2 (450 XP)

Spellcasting. The collected sorcerer is a 4th-level spellcaster.


Spellcasting. The collected ranger is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to
Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit hit with spell attacks). It knows the following sorcerer spells:
with spell attacks). It knows the following ranger spells:
Cantrips (at will): acid splash, poison spray, prestidigitation,
1st level (3 slots): cure wounds, hail of thorns, hunter’s mark ray of frost, thunderclap
1st level (4 slots): thunderwave, ice knife, sleep
ACTIONS 2nd level (3 slots): scorching ray, web
Multiattack. The collected ranger makes two weapon attacks.
ACTIONS
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5
target. Hit: 7 (1d10 + 3) slashing damage. ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600
ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Major Collected Souls
COLLECTED DRUID COLLECTED MONK
Small or Medium undead (collected soul), lawful evil Small or Medium undead (collected soul), lawful evil

Armor Class 16 (natural armor, shield) Armor Class 17


Hit Points 52 (8d8 + 16) Hit Points 78 (12d8 + 24)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 15 (+2) 10 (+0) 18 (+4) 11 (+0) 13 (+1) 17 (+4) 14 (+2) 10 (+0) 17 (+3) 11 (+0)

Saving Throws Int +2, Wis +6 Saving Throws Str +3, Dex +6
Damage Resistances necrotic Skills Perception +5
Damage Immunities poison Damage Resistances necrotic
Condition Immunities charmed, frightened, poisoned Damage Immunities poison
Senses darkvision 120 ft., passive Perception 12 Condition Immunities charmed, frightened, poisoned
Languages – Senses darkvision 120 ft., passive Perception 15
Challenge 4 (1,100 XP) Languages –
Challenge 4 (1,100 XP)

Spellcasting. The collected priest is a 7th level spellcaster. Its


spellcasting ability is Wisdom (spell save DC 12, +4 to hit Unarmored Defense. The collected monk adds its Wisdom
with spell attacks). It has the following druid spells prepared: modifier to its armor class while unarmored (already
included above).
Cantrips (at will): druidcraft, thorn whip
1st (4 slots): cure wounds, entangle, faerie fire, earth tremor ACTIONS
2nd (3 slots): blur, lesser restoration, moonbeam Multiattack. The collected monk makes three unarmed strike
3rd (3 slots): erupting earth, lightning bolt attacks or two dart attacks.
4th (1 slot): ice storm, stoneskin
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft.,
ACTIONS one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the
Shillelagh. Melee Weapon Attack: +6 to hit, reach 5 ft., one target is a creature, the adept can choose one of the
target. Hit: 8 (1d8 + 4) bludgeoning damage. following additional effects:
• The target must succeed on a DC 13 Strength saving
throw or drop one item it is holding (monk's choice).
• The target must succeed on a DC 13 Dexterity saving
throw or be knocked prone.
• The target must succeed on a DC 13 Constitution
saving throw or be stunned until the end of the monk's
next turn.

Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one


target. Hit: 6 (1d4 + 4) piercing damage.

REACTIONS
Deflect Missile. In response to being hit by a ranged weapon
attack, the collected monk deflects the missile. The damage
it takes from the attack is reduced by ldl0 + 4. If the damage
is reduced to 0, the monk catches the missile if it's small
enough to hold in one hand and the adept has a hand free.
COLLECTED PALADIN COLLECTED WARLOCK
Small or Medium undead (collected soul), lawful evil Small or Medium undead (collected soul), lawful evil

Armor Class 18 (natural armor, shield) Armor Class 14 (natural armor)


Hit Points 65 (10d8 + 20) Hit Points 49 (11d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 9 (-1) 12 (+1) 14 (+2) 10 (+0) 16 (+3) 11 (+0) 15 (+2) 13 (+1) 18 (+4)

Saving Throws Wis +5, Cha +3 Saving Throws Dex +5, Cha +6
Damage Resistances necrotic Damage Resistances necrotic
Damage Immunities poison Damage Immunities poison
Condition Immunities charmed, frightened, poisoned Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 11 Senses darkvision 120 ft., passive Perception 11
Languages – Languages –
Challenge 4 (1,100 XP) Challenge 4 (1,100 XP)

Aura of Protection. The collected paladin and its allies within Spellcasting. The collected paladin is a 7th level spellcaster.
10 feet of it add +2 to all saving throws they make as long as Its spellcasting ability is Charisma (spell save DC 14, +6 to
the paladin is not unconscious. hit with spell attacks). It knows the following warlock spells:

Spellcasting. The collected paladin is a 7th level spellcaster. Cantrips (at will): chill touch, eldritch blast (add +4 to
Its spellcasting ability is Charisma (spell save DC 12, +4 to damage), mage hand, minor illusion
hit with spell attacks). It has the following paladin spells 1st: arms of Hadar, hex
prepared: 2nd: blindness/deafness, shatter
3rd: fear, fireball
1st (4 slots): cure wounds, compelled duel, shield of faith, 4th (2 slots/short rest): banishment
thunderous smite
2nd (2 slots): branding smite, lesser restoration, magic ACTIONS
weapon Multiattack. The collected warlock makes two rapier attacks.
ACTIONS Rapier. Melee or Ranged Weapon Attack: +5 to hit, reach 5
Multiattack. The collected paladin makes two weapon ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing
attacks. damage.

Longsword. Melee or Ranged Weapon Attack: +5 to hit,


reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3)
piercing damage.

REACTIONS
Protection. When an ally within 5 feet of the collected
paladin is attacked, the paladin can interpose itself between
the ally and the attacker, causing the attack to take
disadvantage.
Dark Powers
The Abjurer: Savnok the Inscrutable
The Anarchist: Utia, Nature’s Vengeance** (or The Vampyr)
The Artifact: Zhudun, the Corpse Star
The Avenger: Delban, the Star of Ice and Hate
The Beast: Y'gathok, the All-Consuming Hunger* (or Driznash, the Nine-Eyed Spider)
The Beggar: Fekre, Queen of Poxes
The Berserker: Yog the Invincible
The Bishop: Amon, the Void Before the Altar* (or Zhudun, the Corpse Star)
The Broken One: Zhudun, the Corpse Star
The Charlatan: Desayeus, the God Who Was Banned* (or Yrrga, the Eye of Shadow)
The Conjurer: Seriach the Hell Hound Whisperer
The Darklord: Ankhu Anputelept, the Last Plague* (or Great Taar Haak, the Five-Headed Destroyer)
The Dictator: Zantras the Kingmaker
The Diviner: Chupoclops, Harbinger of Forever* (or Khirad, the Star of Secrets)
The Donjon: Ashardalon, Pyre of the Unborn* (or Norganas, the Finger of Oblivion)
The Druid: Utia, Nature’s Vengeance** (or The Vampyr)
The Elementalist: Ashardalon, Pyre of the Unborn* (or Delban, the Star of Ice and Hate)
The Enchanter: Yrrga, the Eye of Shadow
The Evoker: Tarakamedes the Grave Wyrm
The Executioner: Norganas, the Finger of Oblivion
The Ghost: Tenebrous
The Guild Member: Amon, the Void Before the Altar* (or Zantras the Kingmaker)
The Healer: Fekre, Queen of Poxes
The Hooded One: Khirad, the Star of Secrets
The Horseman: Vaund the Evasive
The Illusionist: Savnok the Inscrutable
The Innocent: Otiax, the Key to the Gate* (or Shami Amourae, the Lady of Delights)
The Marionette: Chupoclops, Harbinger of Forever* (or Seriach the Hell Hound Whisperer)
The Mercenary: Yog the Invincible
The Merchant: Shami Amourae, the Lady of Delights
The Miser: Delban, the Star of Ice and Hate
The Missionary: Zantras the Kingmaker
The Mists: Tenebrous
The Monk: Norganas, the Finger of Oblivion
The Myrmidon: Zrin-Hala, the Howling Storm
The Necromancer: Tarakamedes the Grave Wyrm
The Paladin: Sykane, the Soul Hungerer
The Philanthropist: Driznash, the Nine-Eyed Spider
The Priest: Desayeus, the God Who Was Banned* (or Tenebrous)
The Raven: Yrrga, the Eye of Shadow
The Rogue: Vaund the Evasive
The Seer: Driznash, the Nine-Eyed Spider
The Shepherd: Seriach the Hell Hound Whisperer
The Soldier: Great Taar Haak, the Five-Headed Destroyer
The Swashbuckler: Zrin-Hala, the Howling Storm
The Tax Collector: Y'gathok, the All-Consuming Hunger* (or Sykane, the Soul Hungerer)
The Tempter: Shami Amourae, the Lady of Delights
The Thief: Sykane, the Soul Hungerer
The Torturer: Dahlver-Nar, He of the Many Teeth
The Trader: Khirad, the Star of Secrets
The Traitor: Ankhu Anputelept, the Last Plague* (or The Vampyr)
The Transmuter: Dahlver-Nar, He of the Many Teeth
The Warrior: Great Taar Haak, the Five-Headed Destroyer
The Wizard: Otiax, the Key to the Gate* (or Tarakamedes the Grave Wyrm)
*New vestige. Use the alternative vestige if you aren't using the new vestiges.
**New vestige that replaces The Vampyr if you want.

If you are not already, use Tarokka cards for inspiration. They are spent just like any inspiration, and the exact card only matters to the
players in that it is out of the deck while they have it, but secretly note which Dark Power is associated with that card. That Dark
Power will attempt to offer its gift to that player’s character, or another character in the party if an opportunity arises.
Dark Gifts
Dark gifts can be offered by a Dark Power whose card a Delban, the Star of Ice and Hate
player was given for inspiration, and to other party members if You gain the flaw, "fire terrifies me." You can cast cone of
the Power believes they would be much more likely to accept. cold three times before the gift vanishes. You gain resistance
Any Dark Power might also offer aid in extremely dire to cold damage and vulnerability to fire damage.
situations where it’s gift may help, but those represented by
the inspiration cards have precedence. Desayeus, the God Who Was Banned*
Dark Gifts have no “price”, but all are dangerous or have You fall asleep for 10 minutes, after which you gain the
drawbacks. Accepting a gift does not require a save to avoid benefits of a long rest. An hour later, you fall asleep again for
turning evil, but it does taint the character’s soul, connecting 24 hours. You do not benefit from any rest during this time.
them more to the Dark Powers. The Powers might offer boons, You cannot be awakened from either sleep. During each of
besides their gifts as well, as decided by the DM, but these these sleeps, you have strange and vivid dreams.
will always have a price.
Dark gifts last as long as you feel is appropriate; usually Driznash, the Nine-Eyed Spider
either 24 hours or indefinitely. Any spell a dark power allows You grow an extra eye somewhere on your body. The eye is
a character to cast uses the highest of their Intelligence, blind and ever open. You can walk on walls and ceilings
Wisdom, or Charisma for its spellcasting ability. Such spells without making an ability check.
do not require material components unless otherwise
specified. If an effect calls for a saving throw and does not Great Taar Haak, the Five-Headed Destroyer
give a DC, it uses the same DC as a spell. You can use each of the following abilities once before the gift
Below are example gifts for each Power, but they might vanishes:
offer other thematic gifts as well, as the situation demands. - You can cast the shatter spell. The area must contain at
least 10 pounds of unbroken glass objects.
Amon, the Void Before the Altar* - You can cast the fireball spell. The area must contain at
Your lungs burn as if from acute smoke inhalation, and you least a 10-by-10-foot panel of wooden wall, at least one
exhale wisps of smoke when you breathe. You suffer tree or carriage, or an equivalent large flammable object.
disadvantage on Dexterity (Stealth) checks due to a constant, - You can cast the lightning bolt spell. The lightning bolt
irritating cough. must directly strike a flammable structure, tree, or other
As an action, you can exhale a 10-foot radius cloud of large flammable object.
smoke. The area is heavily obscured until the smoke is cleared - You can cast the burning hands spell, raised to 5th level
or one minute passes. A creature besides you that does not (7d6 damage), except that it deals acid damage and deals
have resistance or immunity to fire damage that enters the double damage to objects. The area must include at least
smoke or starts its turn there must make a Constitution saving one piece of art worth at least 50 gp.
throw against you spell save DC or be poisoned until the start - You can cast the earthquake spell. The area must include
of its next turn. at least six standing structures. If you lose concentration
on the spell, it continues anyways.
Ankhu Anputelept, the Last Plague*
You can cast the insect plague spell three times before the gift Fekre, Queen of Poxes
vanishes. When the spell ends, the locust remain. They stop Your body emits a putrid odor that smells of heavy spices,
dealing damage as with the spell, but swarm towards the mixed with an undertone of rot. You gain resistance to poison
nearest growing food and begin to devour it. damage, and emit an involuntary cloud of poison gas
whenever you are hit by a melee attack.
Ashardalon, Pyre of the Unborn* Any creature within 5 feet of you must succeed on a
Three times before the gift vanishes, you can breathe a 60-foot Constitution saving throw with a DC of 8 + your Constitution
cone of fire. Each creature in the area must make a Dexterity modifier + your proficiency bonus or be poisoned until the
saving throw, taking 10d6 fire damage on a failed save, or half start of its next turn. On a successful saving throw, the
as much on a success. creature is immune to your poison gas for 24 hours.
When you use this ability, one other living creature that is
friendly to you, randomly chosen from those within 500 feet, Khirad, the Star of Secrets
takes 6d6 necrotic damage. If the damage does not reduce the You have a parched feeling in your throat, and your mouth
creature to 0 hit points, it must make a Constitution saving vanishes. You do not need to eat or drink, and you can speak
throw or drop to 0 hit points. telepathically with any creature within 30 feet of you that
shares a language with you. You cannot otherwise speak.
Chupoclops, Harbinger of Forever*
Three times before the gift vanishes, you can cast the Norganas, the Finger of Oblivion
etherealness spell. While in the ethereal plane, you Your blood becomes viscous and black, like tar. You can cast
uncontrollably cry tears of blood, causing you to take 1 point the finger of death spell three times before the gift vanishes, so
of necrotic damage at the start of each of your turns. You also long as you have at least half of your hit points remaining.
have disadvantage on Wisdom (Perception) checks based on Each time you do so, you drop to 0 hit points.
sight while crying, and for one minute afterwards.

Dahlver-Nar, He of the Many Teeth


You return to life as if reincarnation was cast on you, but your
new body has no teeth. Your old body's teeth also disappear.
Otiax, the Key to the Gate* Y'gathok, the All-Consuming Hunger*
You gain the flaw, "I cannot abide a closed door or gate, nor a You must consume five times as much food each day or
secure lock." You can cast the knock spell three times before starve, but you are immune to ingested poison, and can gain
the dark gift disappears, but the spell makes no sound. As a sustenance from rotten food, sticks and leaves, bones, or just
bonus action, you can cause one unlocked door, gate, window, about any other organic matter. You have no problem chewing
or container within 30 feet to open. any of these things, but they do not taste any different.
Your bite becomes a natural weapon that deals 1d6 base
Savnok the Inscrutable damage. You are proficient in your bite, and can use Strength
Your tongue becomes forked like that of a serpent. You cannot or Dexterity when making attacks with it. When you take the
speak the truth, but lying comes naturally to you. You gain Attack action during your turn, you can make an attack with
advantage on Charisma (Deception) checks, and your lies this bite as a bonus action.
cannot be detected with magic, but you have disadvantage on
any Charisma check that requires the truth. Yrrga, the Eye of Shadow
Your eyes melt away and you gain blindsight to a range of 60
Shami Amourae, the Lady of Delights feet. You are blind beyond this distance.
You grow an extra finger on each hand. You can cast the
suggestion spell three times before the gift vanishes. The Yog the Invincible
target has disadvantage on the saving throw, and pursues the Your hit point maximum is increased by 30 and you cannot
suggested course of action in the most deviantly enjoyable feel pain, granting you advantage on concentration saving
way possible, harming as many people as possible along the throws caused by damage, but you do not know your current
way and taking pleasure in doing so, as long as it lines up with hit point total.
the action suggested.
Zantras the Kingmaker
Seriach the Hell Hound Whisperer Three times before the gift vanishes, you can inspire an ally as
You learn the Infernal language if you didn't know it already. if using the Bard's Bardic Inspiration feature. The bardic
Smoke billows from your pores whenever you speak Infernal. inspiration die is a d10, and can be used any time within the
You gain the service of two hell hounds, which obey next hour. For an hour after an ally is so inspired, they also
your verbal commands in Infernal, except they cannot gain the flaw, "I am fanatically loyal to the one that inspired
willingly move further than 120 feet away from you. A hound me; I will go to any length, no matter how dark, to see that
that begins its turn more than 120 feet away from you must they are safe and that their goals are accomplished."
move back into range if able. Otherwise, it does nothing.
Zhudun, the Corpse Star
Sykane, the Soul Hungerer You can cast the resurrection spell as an action once before
Your eyes glow sickly yellow. You can cast the raise dead the gift vanishes, except there is no limit to the length of time
spell as an action once before the gift vanishes. Anyone raised the target has been dead. You take on a corpselike appearance
with this spell gains a permanent madness. and are easily mistaken for an undead. If you cast the spell,
this transformation is permanent.
Tarakamedes the Grave Wyrm
You must eat one pound of bones or grave dirt each day. At Zrin-Hala, the Howling Storm
dawn, if you have not done so in the past 24 hours, you die. You grow gills and can breathe water, and your hands and feet
You grow skeletal wings and gain a flying speed of 50 feet. grow webbing, giving you a swim speed equal to your land
speed. Within 10 feet of you, air and water constantly swirls,
Tenebrous blusters, and churns, clouds swirl overhead and rain falls at
You return to life as a revenant, and benefit as if from a long random intervals if you are not submerged, and crackles of
rest. Your goal must be agreed upon by you and Tenebrous. harmless lightning crackle around you occasionally. You have
disadvantage on Dexterity (Stealth) checks because of this
Utia, Nature’s Vengeance* obvious effect unless you are already in a storm.
Thorny vines grow all over your body. When a creature within
5 feet of you hits you with a melee attack, or a creature ends *New vestiges have their names colored blue for easy
its turn grappling or grappled by you, that creature takes 1d6 identification. Additional sarcophagi are added to each vault.
piercing damage. This brings the total to 27, allowing two Tarokka cards for
In addition, three times before the gift vanishes, you can each.
cast call lightning, and while you are in a civilized area, a • Amon – Vault of Thangob
storm always rages overhead, and bolts of lightning as if from • Ankhu – Ghastly Vault
call lightning strikes a structure or inhabitant once every 1d6 • Ashardalon – Vault of Harkotha
minutes. • Chupoclops – Vault of Maverus
• Desayeus – Amber Vault, replacing The Vampyr
Vaund the Evasive • Otiax – Breached Vault
You gain the flaw "I can't give straight answers to any
• Y’gathok – Amber Vault
question put to me." You can turn invisible as with the
• Utia – Vault of Shalx
invisibility spell as an action three times before the gift
vanishes.

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