A Daggerheart Campaign Frame
The mists have taken you. You find yourselves in Barovia, a land trapped in eternal twilight, ruled by the immortal vampire Count Strahd von Zarovich.
This is a land without hope. The sun never fully rises. The mists turn travelers around, no matter how far they walk. The people are broken, their spirits crushed under centuries of Strahd's rule.
A fortune-teller named Madam Eva reveals your destiny through her tarokka cards, you are meant to face the ancient evil that haunts this land. Three artifacts of power await discovery. An ally will aid you. And a final confrontation with the vampire lord himself looms.
But be warned: Strahd is not a villain to be easily defeated. He is a master tactician, a powerful wizard, and has had centuries to perfect his cruelty. He will test you, torment you, and try to break your spirit before he kills you.
Can you bring light to this land of darkness? Can you break the curse and free Barovia? Or will you become just another ghost wandering the Old Svalich Road, another failed challenger in Strahd's endless game?
Dark, Gothic, Tragic, Oppressive
Corruption, Doomed Love, Hope vs Despair, Redemption
Dracula, Castlevania, Bloodborne, Penny Dreadful
Barovia exists in a demiplane, torn from its original world by the mysterious Dark Powers. Deadly mists surround the land, no matter how far you walk, you end up back where you started. The sun never fully breaks through the perpetual cloud cover, casting everything in gray gloom.
This land is trapped in time, isolated from the outside world. The same souls are reborn generation after generation. The people are broken, terrified, and have long since abandoned hope. They cower in their villages, fearing the night and the wolves that howl from the Svalich Woods.
In life, Strahd von Zarovich was a count, a prince, a soldier, and a conqueror. After the death of his father, King Barov, Strahd waged long bloody wars against his family's enemies. He cornered the last of them in a remote mountain valley and slaughtered them all. He named the valley Barovia after his father.
But peace made Strahd restless. He felt his best years slipping away. Unwilling to age like his father, he studied magic and forged a pact with the Dark Powers in return for immortality.
Then came Tatyana. A young Barovian woman of remarkable beauty. Strahd lavished her with attention, believing her worthy to be his bride. But she fell in love with his younger brother, Sergei instead.
On the day of Sergei and Tatyana's wedding, Strahd gazed into a mirror and realized he had been a fool. He murdered Sergei, drank his blood, and sealed his pact with darkness. When he chased Tatyana through the castle gardens, she threw herself from the walls rather than submit to him.
Strahd became a vampire. The sky went black. The castle guards shot him with arrows, but he did not die. He slaughtered them all. The castle and valley were spirited away, locked in a demiplane surrounded by deadly mists. For Strahd and his people, there would be no escape.
For centuries now, Strahd has ruled Barovia. He takes consorts, feeds on the people, and plays games with strangers who wander into his domain. Every generation, Tatyana's soul is reborn. The current incarnation is Ireena Kolyana, and Strahd will stop at nothing to claim her.
Strahd has already bitten Ireena twice. He intends to turn her into his vampire spawn consort, believing her to be Tatyana reborn.
The legendary vampire hunter has come to Barovia in disguise. Strahd wants to find him, lock him in his dungeons, and slowly break his spirit.
Strahd senses your arrival. He will test you, studying your tactics and weaknesses. Are you worthy challengers? Or just more prey?
Deep down, Strahd believes the key to escaping Barovia is finding someone worthy to rule in his place. But his arrogance ensures no one is ever good enough.
Strahd's towering gothic fortress atop the Pillarstone of Ravenloft. A maze of crypts, towers, and haunted halls. The final confrontation awaits here.
A broken place where hope has died. The people are terrified, the burgomaster is dead, and Ireena Kolyana needs protection from Strahd's advances.
The Baron forces weekly festivals to maintain happiness. But beneath the forced smiles, corruption and tyranny fester. Revolution is brewing.
An ancient windmill where three night hags bake dream pastries from the bones of kidnapped children. The people buy them willingly.
Ruined mansion of the Order of the Silver Dragon. The knights are now revenants, twisted by hatred, refusing to let their spirits rest.
An ancient vault of dark knowledge in the frozen mountains. Here, dark gifts can be claimed, but at terrible cost. This is where Strahd made his pact.
Strahd cannot be permanently destroyed unless several conditions are met:
But even if you destroy Strahd, will the mists release Barovia? Or will the Dark Powers simply choose a new master? Some questions have no easy answers.
Barovia is a land of dread and despair. Let your character feel fear and doubt. The darkness makes your courage shine brighter.
There are people worth saving. Your Hope tokens represent actual hope, use them to create moments that matter.
Describe the oppressive atmosphere constantly. But also show signs of life struggling to persist.
Strahd is a tragic figure. Show his charisma, his loneliness, his terrible love. Make players understand him even as they oppose him.
Deadly fog surrounds Barovia. Any creature that tries to leave must make an Instinct Reaction Roll (20) every hour or gain 1 level of Stress. Even flying creatures cannot escape.
The mists turn travelers around, no matter how far you walk, you end up back in Barovia.
By the will of the Dark Powers, the sun never fully shines. Even during the day, thick clouds or mist obscure the light.
Effect: Daylight in Barovia provides bright light but does NOT count as sunlight for vampire vulnerabilities. Strahd and his spawn can move about during the day. Only magical sunlight (from spells or items like the Sunsword) affects vampires normally.
When the party first meets Madam Eva, she performs a tarokka card reading that determines the location of three powerful artifacts and where Strahd can be confronted.
Whenever a PC discovers one of the fated items, they immediately gain 3 Hope tokens and clear 1d4 Stress.
Barovia is a land where hope dies slowly. This mechanic represents the difficulty of maintaining morale.
Rule: At the start of each session, each PC must make a Presence Reaction Roll (12). On a failure, they start the session with 1 fewer Hope token (minimum 0).
Exception: If the party made significant progress last session (rescued someone, found a treasure, defeated a major foe), this roll is not required.
Complete adversary roster for Curse of Strahd. Organized by tier for easy reference during play.
Note on Magic Damage Types: Damage types (fire, lightning, poison, psychic, etc.) are preserved from D&D for narrative flavor and GM/player world building, even though Daggerheart treats all magic damage uniformly. Feel free to ignore the damage types mechanically and simply apply them as magic damage, or embrace them for thematic effects and player creativity (burn the witch!).
The ancient vampire lord of Barovia. Aristocratic, cunning, and nearly unstoppable.
17
25/42
9
6
+5
Attack: Vampiric Strike (3d10+8 magic, marks 2 Stress on Severe damage)
Spend 2 Fear for one of the following:
A crystalline heart in "Castle Ravenloft's" tower with 8 HP. Damage dealt to Strahd is transferred to the Heart first. Strahd knows when it takes damage and its source.
Ancient witch and Strahd's self-proclaimed "true mother." Commands swarms and dark magic.
16
18/32
6
5
+4
Attack: Spinestaff Strike (3d8+6 magic)
Ludmilla Vilisevic, Anastrasya Karelova, and Volenta Popofsky. Elite vampire spawn consorts of Strahd.
16
18/30
5
5
+4
Attack: Claws (3d8+5 physical) or Specialized weapon
Individual Traits:
Strahd's chamberlain. Ancient dusk elf warrior surrounded by screams of his victims.
Difficulty 16 | Thresholds 18/32 | HP 6 | Stress 5 | Attack +5
Attack: Scimitar Strike (3d10+6 physical)
Features:
Young vampire hunter and Van Richten's former student. Skilled with blade and spell.
Difficulty 16 | Thresholds 16/28 | HP 5 | Stress 5 | Attack +4
Attack: Rapier Strike (3d8+5 physical)
Features:
Hideous crones with blue-gray skin and iron teeth who corrupt souls and feed on nightmares. They can attack during long rests.
Difficulty 16 | Thresholds 16/28 | HP 5 | Stress 5 | Attack +4
Attack: Claws (3d8+4 magic)
Features:
A 30-foot-tall animated dead tree with blood for sap. Crushes and feeds on living creatures.
Difficulty 16 | Thresholds 18/32 | HP 6 | Stress 4 | Attack +5
Attack: Branch (3d10+6 physical, Very Close) or Bite (3d12+5 physical, Melee, requires grabbed target)
Features:
Massive heap of rotting vegetation animated by dark magic. Death House's final guardian.
Difficulty 16 | Thresholds 18/32 | HP 6 | Stress 4 | Attack +5
Attack: Slam (3d8+6 physical, can grab)
Features:
Stitched-together corpse animated through dark rituals. Created by the Abbott.
Difficulty 16 | Thresholds 18/32 | HP 6 | Stress 4 | Attack +5
Attack: Slam (3d10+5 physical)
Features:
Leader of the Order of the Silver Dragon. Twisted by hatred, he wants Strahd to suffer forever.
Difficulty 17 | Thresholds 18/32 | HP 6 | Stress 5 | Attack +5
Attack: Greatsword (3d10+5 physical, two-handed)
Features:
Baron Vallakovich's brutal enforcer. His barbed devil arm burns with hellfire.
Difficulty 16 | Thresholds 18/32 | HP 6 | Stress 4 | Attack +5
Attack: Greataxe (3d8+6 physical) or Fiendish Claw (3d8+7 physical + 2d6 fire/magic)
Features:
Dusk elf mage seeking to resurrect his sister. Haunted by guilt.
Difficulty 16 | Thresholds 16/28 | HP 8 | Stress 6 | Attack +4
Standard Attack: Fire Bolt (Far, 3d10 fire/magic), Magic Missile (Far, three darts 1d4+1 force/magic each), or Dagger (Melee, 1d4+4 physical)
Features:
Experiences: Arcane Knowledge +3, Haunted +2
Story: Killed his sister Patrina on Strahd's orders. Seeks the Amber Temple to resurrect her using dark magic. Dreams of her nightly. May become ally or enemy depending on party's stance on necromancy.
Greatest vampire hunter alive, disguised as ringmaster Rictavio. Potential powerful ally.
Difficulty 17 | Thresholds 18/32 | HP 8 | Stress 5 | Attack +5
Attack: +1 Saber (3d8+6 physical, silvered) or Crossbow (3d6+4 physical)
Features:
Legendary wizard driven mad by Strahd. Memory shattered, power diminished but still formidable.
Difficulty 17 | Thresholds 16/28 | HP 5 | Stress 6 | Attack +4
Standard Attack: Staff (Far, 2d10+4 magic)
Features:
Experiences: Arcane Mastery +4, Mad Ravings +2
The burgundy plate armor Strahd wore in battle, adorned with golden angels. Headless and malevolent.
Difficulty 16 | Thresholds 18/32 | HP 6 | Stress 4 | Attack +5
Attack: Lightning Greatsword (4d10+5 magic)
Features: Lightning Absorption (heals when hit by magic attacks), Shocking Bolt (2 Stress, ranged 3d6 magic damage)
Pale, gaunt undead servants of Strahd with extended fangs.
Difficulty 16 | Thresholds 11/23 | HP 6 | Stress 4 | Attack +3
Attack: Claws (2d8+4 physical)
Features:
Savage wolf-human hybrids who hunt in packs.
Difficulty 13 | Thresholds 12/22 | HP 8 | Stress 4 | Attack +3
Attack: Bite (2d10+5 physical, may inflict lycanthropy)
Features:
Undead knights of the Order of the Silver Dragon, bound by vengeance.
Difficulty 14 | Thresholds 10/18 | HP 7 | Stress 4 | Attack +3
Attack: Longsword (2d10+4 physical, two-handed)
Features: Regeneration (Passive: when spotlighted, clears 1 HP), Rejuvenation (Passive: reforms after 24 hours), Relentless (two) (Passive)
Spirits of those who died in Barovia, unable to find rest.
Difficulty 13 | Thresholds 10/18 | HP 7 | Stress 4 | Attack +2
Attack: Withering Touch (2d8+3 magic)
Features: Ethereal (Passive), Horrifying Visage (Passive: 2 Stress, ages a target), Incorporeal Movement (Passive)
Strahd's enchanted burgundy plate armor guards.
Difficulty 13 | Thresholds 10/18 | HP 6 | Stress 4 | Attack +3
Attack: Lightning Greatsword (2d8+5 magic)
Features: Lightning Absorption (Passive: healed by lightning-based magic, 1 HP per threshold), Shocking Bolt (Action, 1 Stress: ranged 3d6 magic attack)
Undead warriors that drain life force. Found throughout Castle Ravenloft.
Difficulty 14 | Thresholds 10/18 | HP 7 | Stress 4 | Attack +3
Attack: Longsword (2d10+4 physical) or Life Drain (2d8+4 magic, reduces maximum HP)
Features: Sunlight Sensitivity (Passive: disadvantage in sunlight), Create Spawn (Passive: 1 Stress per spawn; humanoids killed rise as zombies)
Corrupted nature priests who worship Strahd at Yester Hill.
Difficulty 13 | Thresholds 9/18 | HP 8 | Stress 4 | Attack +2
Attack: Quarterstaff (1d8+3 magic)
Features: Wild Shape (Passive: transforms into wolf or raven), Entangle (Action: Spends a Fear to *Restrain* all creatures within Very Close range on a successful attack until end of turn), Healing Word (Action, 2 Stress: heals an ally 1d4 HP)
Ambulatory masses of vines that ensnare and constrict prey.
Difficulty 13 | Thresholds 9/16 | HP 6 | Stress 4 | Attack +2
Attack: Constrict (2d8+4 physical, grapples on successful attack)
Features: Entangling Plants (Passive, 1 Stress: difficult terrain, movement speed is halved), Root Network (Passive: communicates with other blights)
Spectral knights of the Order of the Silver Dragon. Incorporeal guardians of Argynvostholt.
Difficulty 16 | Thresholds 11/23 | HP 5 | Stress 4 | Attack +3
Attack: Spectral Longsword (2d10+4 magic, two-handed)
Features: Ethereal Sight (Passive: sees within Far range into the Ethereal Plane), Incorporeal Movement (Passive: moves through objects and creatures), Etherealness (Action, 1 Stress: enters the Ethereal Plane and vanishes), Undead (Passive: doesn't need air, food, drink, or sleep)
Reincarnation of Tatyana with auburn hair and determined eyes.
Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1
Attack: Desperate Defense (2d6+2 physical)
Features: Tatyana's Soul (Passive: connection to Ravenloft), Bite Marks (Passive: advantage against Fear from undead)
Ancient Vistana fortune-teller with penetrating eyes and knowing smile.
Difficulty 14 | Thresholds 10/18 | HP 5 | Stress 4 | Attack +2
Attack: Staff Strike (2d6+3 physical)
Features: Ageless (Passive), Fortune Telling (Passive: tarokka reading), Vistani Insight (Passive), Protected by Fate (Passive)
Wild barbarian warriors driven by rage. Serve various factions in Barovia.
Difficulty 13 | Thresholds 8/16 | HP 6 | Stress 4 | Attack +3
Attack: Greataxe (1d12+5 physical)
Features: Reckless (Passive, 1 Stress: has advantage on attack rolls but enemies have advantage against this Bruiser), Rage (Passive, 1 Stress: resists physical damage and adds +2 to damage for two turns of the Bruiser)
Keepers of the Feather who oppose Strahd. Can shift to raven form.
Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1
Attack: Beak (1d6+2) or Shortsword (2d6) or Hand Crossbow (1d6+2)
Features: Shapechanger (Passive), Damage Resistance (Passive: resists physical damage), Messenger Network (Passive)
Enormous wolves with shaggy black fur and glowing red eyes.
Difficulty 13 | Thresholds 7/11 | HP 4 | Stress 3 | Attack +2
Attack: Bite (2d6 physical, knocks down on Major threshold)
Features: Pack Tactics (Passive: adds +2 on attack rolls when an ally is within Close range), Keen Hearing and Smell (Passive)
Plant creatures covered in needle-like thorns.
Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1
Attack: Claws (1d6+3 physical)
Features: Needle Spray (Action, 2 Stress: attacks all creatures within Very Close range)
Evil Vistani who serve Strahd and prey on travelers.
Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1
Attack: Scimitar (2d6 physical) or Dagger (1d6+2 physical, thrown)
Features: Vistani Curse (Action: Spends a Fear to curse a target within Close, disadvantage on next roll), Treacherous (Passive: disadvantage on Deception Reaction Rolls from PCs)
Mad cultists who forge pacts with Strahd and the Dark Powers. Use alter self to grow claws and hide their true forms.
Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1
Attack: Dagger (1d6+1 physical) or Claws when transformed (2d6 magic, requires Alter Self)
Features: Spellcasting (Passive: Ray of Frost (Action, 1 Stress, Far: 1d6+3 magic damage), Ray of Sickness (Action: Spends a Fear to force an Agility Reaction Roll 14; on failure, target is *Poisoned* until end of next turn)), Obsessive Collectors (Passive: hoards bizarre components), Brothers/Sisters of Strahd (Passive: serve the Vampire)
Terrified peasants broken by generations of Strahd's rule.
Difficulty 10 | Thresholds 5/8 | HP 4 | Stress 3 | Attack +0
Attack: Club or Tool (1d6+1 physical)
Features: Terrified (Passive: disadvantage when *Frightened*), Broken Spirit (Passive: Difficulty 14 Presence roll to help), Local Knowledge (Passive)
Deformed humanoids created by the Abbott. Pitiful and servile.
Difficulty 11 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1
Attack: Claws or Improvised Weapon (1d6+2 physical)
Features: Mimicry (Passive: imitates sounds and voices), Skulk (Passive: has advantage on Stealth in dim light), Varied Abilities (Passive: possesses a random extra sense or ability)
Undead shadows that drain strength and life. Hide in darkness.
Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1
Attack: Strength Drain (2d6+2 magic, reduces Strength temporarily to 0)
Features: Incorporeal (Passive: moves through objects), Shadow Stealth (Passive: invisible in dim light or darkness), Sunlight Weakness (Passive: disadvantage in sunlight)
Wrathful spirits of those who died violently. Haunt Castle Ravenloft.
Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1
Attack: Life Drain (1d8 magic, reduces maximum HP)
Features: Incorporeal (Passive), Sunlight Sensitivity (Passive: disadvantage in sunlight), Create Specter (Passive: humanoids killed rise as specters)
Stone guardians that come to life. Decorate Castle Ravenloft.
Difficulty 13 | Thresholds 7/11 | HP 4 | Stress 3 | Attack +2
Attack: Claws (2d6 physical) or Bite (1d8+3 physical)
Features: False Appearance (Passive: indistinguishable from a statue), Damage Resistance (Passive: resists non-magical weapons), Flight (Passive)
Living painting bound by magic. The figure depicted animates and casts spells from within the canvas.
Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +2
Attack: Cannot make melee attacks, relies on spells
Features: Innate Spellcasting (Counter Spell 2 Stress, Telekinesis 3 Stress (small objects)), Darkvision Far range (eyes follow creatures), Immobile (bound to frame and cannot move), Inseparable (painting and frame cannot be separated)
Animated scarecrows created by Baba Lysaga, stuffed with dead ravens. They attack on sight.
Difficulty 13 | Thresholds 7/14 | HP 4 | Stress 4 | Attack +2
Attack: Claw (2d6 physical)
Features: Terrifying Glare (Action, Spends a Fear to force one target within Close range to make a Presence Reaction Roll (14). On failure, they become *Frightened* and *Paralyzed* for 1 minute. Repeats the roll at end of each turn)
Severed hands animated by necromancy. Creep along walls and ceilings.
Difficulty 10 | No Thresholds | HP 1 | Stress 1 | Attack +1
Attack: Claw (1d4+1 physical)
Features: Minion (Passive: 4 creep together), Spider Climb (Passive), Group Attack (Passive)
Shambling corpses of ancient Barovian guards (2d4+2 zombies).
Difficulty 11 | Thresholds 6/12 | HP 6 | Stress 2 | Attack -1
Attack: Rotting Slam (2d6+2 physical)
Features: Horde (Passive: fights as 1d4+2 creatures), Weakened (Passive: when marked at half or more HP, standard attack deals 1d4+2 physical instead)
Small animated bundles of twigs that swarm enemies.
Difficulty 10 | No Thresholds | HP 1 | Stress 1 | Attack -1
Attack: Claws (1d4+1 physical)
Features: Minion (Passive: 4 bunch together), False Appearance (Passive), Group Attack (Passive: spends a Fear to coordinate)
Evil flying broom that attacks anyone who grabs it. Can carry riders like a broom of flying, but at half capacity.
Difficulty 10 | No Thresholds | HP 1 | Stress 1 | Attack +0
Attack: Broomstick Bash (1d4 physical)
Features: Minion (Passive: fights alone), Flight (Passive), Animated Object (Passive: appears as normal broom), Treacherous (Passive: appears to grant flight like magic)
Hundreds of shrieking bats serving as Strahd's spies.
Difficulty 12 | Thresholds 5/8 | HP 4 | Stress 2 | Attack +1
Attack: Biting Cloud (2d6+2 physical)
Features: Horde (Passive: fights as 1d4+2 creatures), Weakened (Passive: when marked at half or more HP, standard attack deals 1d4+2 physical instead), Strahd's Spies (Passive), Obscuring Cloud (Action, 1 Stress: becomes obscured)
Hundreds of ravens that aid those who oppose Strahd.
Difficulty 11 | Thresholds 5/10 | HP 4 | Stress 2 | Attack +1
Attack: Pecking Frenzy (2d4+2 physical)
Features: Horde (Passive: fights as 1d4 creatures), Weakened (Passive: when marked at half or more HP, standard attack deals 1d4 physical instead), Helpful Allies (Passive: aid party attacks), Warning Cries (Passive: has advantage on surprise/detection)
Mechanical jester doll possessed by a murdered soul. Creepy and lethal.
Difficulty 12 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1
Attack: Dagger (2d6+2 physical, often from hiding)
Features: Assassin (Passive: has advantage when hidden)
The Abbott's "perfect" bride for Strahd. Innocent and confused.
Difficulty 13 | Thresholds 8/15 | HP 5 | Stress 3 | Attack +2
Attack: Slam (2d8+4 physical)
Features: Lightning Absorption (Passive: heals HP equal to magic damage before thresholds), Innocent (Passive: refuses to attack unless commanded), Aversion to Fire (Passive: -5 on Difficulty against fear when seeing fire)
Tyrannical burgomaster of Vallaki. Enforces "happiness" through terror.
Difficulty 11 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1
Attack: Longsword (2d6+2 physical)
Features: Political Authority (Passive: commands town guard), Delusional (Passive: believes festivals maintain happiness), Cruel (Passive: uses stocks/punishment to enforce "happiness")
The Abbott's loyal servant. Hideously deformed but devoted.
Difficulty 11 | Thresholds 6/10 | HP 4 | Stress 3 | Attack +1
Attack: Club (2d6+2 physical)
Features: Mimicry (Passive), Skulk (Passive), Loyal Servant (Passive: defends the Abbott), Abbey Secrets (Passive: knows hidden passages)
These legendary artifacts can turn the tide against Strahd. Finding these fated items should either come with a Level Up of the party or be a significant milestone in the campaign.
Legendary Weapon (Longsword)
Discovery Benefit: Gain 3 Hope and clear 1d4 Stress
Standard Attack: Longsword 3d10+5 magic
Blade of Dawn (Action, Spend a Hope): Summons pure sunlight. Sheds bright light Close range. This counts as TRUE SUNLIGHT (disables vampire regeneration, damages undead). Allies within Close range gain advantage on attacks against undead until end of scene.
Sunlight Strike (Action, 1 Stress): Your next attack deals an extra 2d8 magic damage if targeting an undead creature
Sentient (Passive): Communicates through emotion and instinct. Burns with desire for revenge against Strahd. Will not willingly be surrendered or used against good-aligned creatures. Demands to be wielded in combat against evil.
Legendary Wondrous Item
Discovery Benefit: Gain 3 Hope and clear 1d4 Stress
Description: Platinum amulet shaped like the sun with a crystal center. Requires good alignment. Radiates divine authority against undead.
Features:
Legendary Wondrous Item (Book)
Discovery Benefit: Gain 3 Hope and clear 1d4 Stress
Know Thy Enemy (Passive): You know one of Strahd's fatal flaws, a deep desire, and a primal fear. When acting on this knowledge (leveraging a flaw against him, appealing to a desire, or threatening a fear), you gain advantage on Presence Reaction Rolls and can spend a Fear to force Strahd to make an Instinct Reaction Roll (18) or become *Vulnerable* until the end of the encounter
Obsession (Drawback): If Strahd learns you have his tome, he becomes fixated on recovering it. He will abandon pursuit of others to target whoever carries it and may spawn additional servants specifically to retrieve it
Legendary Artifact
10-foot diameter crystal heart in Castle Ravenloft's tower with 50 HP. While intact, all damage to Strahd is transferred to the Heart first. Strahd knows when it's damaged and the source.
Destroying this is crucial to defeating Strahd permanently.
Rare Weapon (Saber, Silvered)
Standard Attack: Saber 2d10+3 magic (silvered). Effective against shapeshifters and lycanthropes
Riposte (Action, 1 Stress): After an enemy attacks you, make a counterattack dealing 1d10+3 magic damage
Rare Wondrous Item
While lit, spend 1 Hope to summon a fire elemental ally for one combat (Tier 3 Standard). Can be used 1 per Long Rest. Located in a treasure hoard.
Very Rare Wondrous Item
4-foot tall mirror. Creatures who see their reflection make Presence reaction roll (16) roll or are trapped inside. Can hold up to 15 creatures. Found in Argynvostholt.
Breaking mirror releases all trapped souls.
Silver statuette. Creatures within Close range protected from fiends/undead.
Augury (1/dawn), Cure Wounds (1/dawn, 1d4 HP)
Rare Holy Weapon
Standard Attack: Mace 2d8+3 magic (holy). Deals double damage to undead
Smite Vampire (Action, Spend a Hope): When hitting a vampire, force them to make an Instinct Reaction Roll (16). On failure, they cannot take actions until end of their next turn and mark 2 Stress
Divine artifact that crumbles to dust after the campaign ends
Rare Evil Weapon
Standard Attack: Spear 2d8+2 magic
Blood Hunger (Passive): When you reduce a creature to 0 HP with this weapon, you gain 3d4 temporary HP
Bloodlust (Drawback): Sentient evil weapon. Demands combat and violence. Each scene without striking an enemy, the wielder must succeed on a Presence Reaction Roll (14) or mark 1 Stress. Weapon becomes reluctant and sluggish if deprived of combat.
Rare Evil Weapon
Standard Attack: Staff 2d8+2 magic
Vampiric Strike (Action, Spend a Hope): Your next attack regains HP equal to damage dealt. If it deals Severe damage, regain 2d4 additional HP
Verdant Dominion (Passive): Evil plants and blights don't see you as hostile and will follow simple commands. Found at Yester Hill
Uncommon Wondrous Item
Fortunate Reroll (Action, once per session): When you roll dice for an action or Reaction Roll, reroll all dice. You must use the new result. You gain advantage on rolls when outside of Barovia
Rare Cursed Item
Appearance: Looks and functions exactly like a Bag of Holding
Devouring (Passive): Non-magical items placed inside are consumed. Living creatures pulled inside must make a Strength Reaction Roll (14) to escape. Those inside take 3d6 damage per spotlight and cannot breathe or act. The bag can hold 2 Medium creatures before regurgitating its meal
Uncommon Wondrous Item
Draw a card to create illusory creature. Lasts 1 minute. Deck has 1d4+3 cards remaining when found.
Cursed Consumable
Temptation: Made by night hags from bones of kidnapped children. Eating one grants pleasant visions for 1d4+4 hours and clears 2 Stress
Addiction (Drawback): After consuming, make a Presence Reaction Roll (15). On failure, you become dependent. Dependent creatures must eat another pastry at the start of each day or mark 2 Stress. Breaking addiction requires 3 days without eating and clearing 1d6 Stress per day
Advance when major Barovian objectives are achieved. Aim for party Level 5-6 before the final fight with Strahd so the battle feels deadly but winnable. I found that letting the players level up to Level 2 after they survive the first night and the initial intro to Barovia helped a lot with managing survivability.
Threats: Zombies, Scarecrows, Dire Wolves, Animated Armor, Needle/Twig Blights. Focus on survival, Hope scarcity, learning Fear economy. Environments: Village of Barovia, Death House, Old Svalich Road, Tser Pool.
Threats: Vampire Spawn, Werewolves, Wights, Ghosts, Tree Blight, Night Hags, Baba Lysaga, Rahadin (skirmish). Environments: Vallaki, Old Bonegrinder, Winery, Yester Hill, Argynvostholt, Werewolf Den.
Threats: Strahd's Brides, Rahadin (full), Amber Temple guardians, Heart of Sorrow, Strahd himself. Environments: Amber Temple, Castle Ravenloft. Expect lethal swings; ensure Hope refresh and legendary items are in play.
Tier 1-2 Social/Exploration
The saddest place in the land. Fog everywhere. Castle Ravenloft looms overhead.
Tier 1-2 Dungeon
Living, malicious house. Won't let party leave until they face the Shambling Mound.
Reward: Escape = advance to 3rd level
Tier 3 Dungeon (Final Challenge)
Ancient castle on 1000-foot pillar. Gothic spires, thousands of bats. Strahd watches all.
Tier 2 Social
Mandatory festivals enforced. Baron punishes anyone showing despair.
Tier 3 Dungeon (Late Game)
Temple in mountains. Amber sarcophagi hold vestiges of dead gods offering dark gifts.
Tier 3 Dungeon
Windmill on a hill where three night hags bake dream pastries from kidnapped children's bones.
Tier 3 Dungeon
Ruined mansion, former headquarters of the Order of the Silver Dragon. Now haunted by vengeful revenants led by Vladimir Horngaard.
Tier 3 Dungeon
Flooded swamp ruins where Baba Lysaga lives in a walking hut made from a hollowed-out giant's skull.
Tier 2 Social/Combat
Ancient druidic ritual site where corrupted druids and berserkers worship Strahd. Features massive tree blight statue.
Tier 2 Dungeon
Vineyard and winery under siege by druids and blights. The Martikov family (wereravens) need help reclaiming their home.
Tier 2-3 Social/Dungeon
Isolated mountain village and corrupted abbey ruled by the mad deva known as the Abbott.
Tier 1 Dungeon
Cave system in the Svalich Woods where werewolf pack makes their lair. Led by Kiril Stoyanovich.
Tier 3 Exploration/Combat
Treacherous mountain pass with ancient gatehouse guarded by vrocks (demons) and dire wolves.
Tier 2 Dungeon/Puzzle
Four-story tower on island in Lake Baratok. Heavily trapped, contains Rictavio's secrets and equipment.
Tier 1 Exploration
Massive lake with dark, murky waters. Souls of drowned victims lurk beneath.
Creating characters for Barovia requires understanding the gothic horror tone and how your PC fits into this cursed land. Use these options to ground your character in the setting.
You were traveling elsewhere when fog surrounded you. When it cleared, you were on the Old Svalich Road leading to the Village of Barovia. You cannot leave the same way.
You've lived under Strahd's shadow your entire life. You know the land, the customs, and the hopelessness. But you dare to fight.
You travel with a Vistani caravan, one of the few groups who can pass through the mists. You've heard stories of Barovia and Strahd all your life.
You received a mysterious letter from Kolyan Indirovich, burgomaster of Barovia, begging for help. The mists guided you here for a reason.
All standard Daggerheart ancestries can exist in Barovia, but they take on the land's gothic flavor.
Native Barovians are pale, dark-haired, and haunted. They speak in hushed tones and avoid eye contact. Foreign humans look healthier but won't for long.
Fits: Any class. Most Barovians.
The dusk elves (dusky skin, dark hair) are nearly extinct; Strahd slaughtered most when they refused to turn over a woman he desired. Only a handful remain. Other elves are outsiders.
Fits: Rangers, rogues. Tragic backstory.
Hardy folk from mountain communities or trapped travelers. Their resistance to poison helps against cursed wine and tainted food common in Barovia.
Fits: Warriors, guardians. Stubborn hope.
Small folk trying to stay unnoticed. Their natural optimism is a light in the darkness, though Barovia tests it constantly.
Fits: Rogues, bards. Hope-bringers.
Fierce warriors who refuse to bow to Strahd. Their strength is needed but often feared by superstitious Barovians.
Fits: Warriors, barbarians. Defiant spirit.
Mushroom folk thrive in Barovia's damp, decaying places. Your connection to death and decay resonates with the land itself in unsettling ways.
Fits: Druids, rangers. Death-touched.
Creatures of joy and mischief struggle in this land of sorrow. Your fey nature makes you anathema to undead, but the oppression weighs heavily on you.
Fits: Bards, rogues. Light vs darkness.
Frog-folk from Lake Zarovich or swamps. You might know secrets of the cursed waters or have witnessed the horror beneath the surface.
Fits: Druids, rogues. Swamp natives.
Your community determines your relationship to civilization, magic, and each other.
Scholars, sages, priests. You seek knowledge to break the curse: ancient texts, forbidden lore, or religious wisdom. The libraries and temples of Barovia hold dark secrets.
Examples: Priest of the Morninglord, Van Richten's student, wizard's apprentice, historian
Knights, soldiers, paladins. You belong to (or seek to restore) the Order of the Silver Dragon or serve as town guard. You believe in law and duty even when hope fades.
Examples: Revenant's descendant, Vallaki guard, knight errant, oath-keeper
Thieves, smugglers, survivors. You know the secret ways, who to bribe, how to avoid Strahd's attention. You've learned to take what you need to survive in this cursed land.
Examples: Vallaki smuggler, tomb robber, street urchin, spy
Rangers, druids, hermits. You live in the Svalich Woods or mountains, away from civilization. You might be part of the Keepers of the Feather (wereravens) or survive alone.
Examples: Wereraven ally, forest hermit, mountain guide, druid
Mountaineers, miners, isolated villagers. You're from Krezk or other mountain communities. Hardy, suspicious of outsiders, but protective of your own.
Examples: Krezk villager, mountain shepherd, stone mason, miner
You come from beyond Barovia, a traveler from distant shores. The mists have trapped you far from home, and you seek a way back, or forward.
Examples: Shipwrecked sailor, foreign merchant, lost traveler, explorer
Why does your character dare to oppose Strahd when all others have given up?
You've witnessed something that shattered your understanding of reality. You came to Barovia seeking answers or running from your past. You're harder to frighten but haunted by visions.
You've trained specifically to hunt undead. You know their weaknesses, carry holy water and wooden stakes, and understand what you're facing, which makes it worse.
You're related to someone important in Barovia's history, perhaps Tatyana, the Order of the Silver Dragon, or even Strahd himself. This connection draws you here.
You were nobility elsewhere, but now you're trapped here. Your title means nothing, but your education and bearing might earn respect, or resentment.
In Barovia, trust is survival. Establish connections between PCs at Session Zero.
Recommended Items for Barovia:
All classes work in Barovia, but some themes resonate particularly well with the gothic horror setting.
Protectors of the innocent, knights seeking to restore honor, or simple defenders standing against the darkness. Your courage matters more than your sword.
Survivors who know the land, trackers hunting monsters, or infiltrators seeking Strahd's weaknesses. Knowledge and cunning are weapons here.
Seekers of arcane knowledge, challengers to Strahd's magical dominance, or desperate souls willing to risk dark power at the Amber Temple.
Faithful servants of the Morninglord or nature itself, bringing light and healing to a land that desperately needs both. Your magic is hope incarnate.