Tarot Card Meanings & Interpretations
Tarot Card Meanings & Interpretations
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.
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.
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
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
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)
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.
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)
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
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
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
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)
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)
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
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.
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.