However you have spent your life one running theme pervades even from early childhood, Missfortune. for however good or ill you acted in your youth, nothing went your way by chance, every accident, every chance encounter, every tiny missunderstanding sought your misery, having to grow up in this state of constant poor luck you grew apart from your kind, a pariah, few truely believed in your curse, but of those few, some fervently hated you, despising you for your seemingly cursed birth, and even playing a part in your missfortunes, fulfilling your sometimes prophetic falls. As time wore on you grew more accustomed to your  Missfortune, even learning a trade to survive by alone, without the support of those around you, even learning to live with your bad luck, either by accepting it, or treating it like an overarching curse that touches all around you.

Skill Proficiencies: Acrobatics, Perception
Tool Proficiency: One of your choice
Equipment: A broken Keepsake, an unwanted animal companion who hates you, Needle and Thread, two sets of common clothes, and a pouch containing 15 gp

Feature: Unlucky

You have inexplicable bad luck that seems to kick in at just the wrong moment. You have 3 bad luck points. Whenever you make an attack roll, an ability check, or a saving throw, the DM can spend one luck point to roll an additional d20. They can choose to spend one of your luck points after you roll the die, but before the outcome is determined. They choose which of the d20s is used for the attack roll, ability check, or saving throw. They can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or theirs. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.

Unlucky Feats List

You might also like to take one of custom feats:

Suggested Characteristics

The Unfortunate are shaped by their experience in their communities and the missfortunes of their past. The specific misfortunes that befall them shape their attitudes interests and even alignment. Their flaws might be some hidden resentment at those they view not to be cursed, or a delusion that their is no such thing as luck for them.


d8 Personality Trait
1 I wish to be a Hero of my own story, just like those I’ve read in the many books that i have lost over the years.
2 I can barely tolerate people who complain about their problems, they should just shut up and deal with it.
3 I see omens in every event and action. The gods try to speak to us, we just need to listen.
4 Nothing can shake my optimistic attitude.
5 I quote (or misquote) ancient texts and proverbs in almost every situation.
6 I somehow ALWAYS walk under the places objects are thrown or fall.
7 I will always help someone who is in need, especially if luck played a roll in their missfortune.
8 I Just Don’t Understand Gambling. Just, Why?!
d6 Ideal
1 Order. Luck has no say on properly ordered facts and laws, Missfortune can be overcome with Logic and Thought. (Lawful)
2 Charity. I always try to help those in need, no matter what the personal cost. (Good)
3 Change. There needs to come a change in this world, so that missfortune doesn’t befall Us ALL. (Chaotic)
4 Power. I don’t care what it takes, i will take the power to defy this curse from whoever has it. (Evil)
5 Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
6 Aspiration. I seek to prove myself worthy by matching my actions against Heroes of old. (Any)
d6 Bond
1 I would die to rescue someone from my own Misfortune.
2 I will someday get revenge whatever cursed me with this misfortune.
3 I owe my life to a person who took me in despite my cursed nature.
4 Everything I do is for the common people.
5 I will do anything to protect the people that can look past my awful luck.
6 I seek to destroy an entity or group that persecuted me for my missfortune.
d6 Flaw
1 I judge others harshly, and myself even more severely.
2 I put too much trust in those who look past my curse.
3 My distance from people has made me rather gullible to tricks and lies.
4 I’m not Unlucky at all, Everyone is just out to get me.
5 I am suspicious of strangers and expect the worst of them.
6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.



The vistani are a common, though often unwanted, sight in Ravenloft. Travelers with an unnatural gift for navigating the mists of Ravenloft, vistani are mistrusted by the common folk of the demiplane of dread. For all the misplaced distrust outsiders might have of the vistani, they are also not entirely wrong. While it’s not true that the vistani have any connection to evil powers or supernatural compacts with the dread lords of Ravenloft, the vistani do look out for their own above all else and feel little regard for the laws of the lands they travel through.

All vistani are either born into the life, if their mother was a vistani, or adopted into a tribe as a show of trust and friendship between an individual and a group of vistani. Almost all vistani born into the life are human but the ranks of the adopted vistani are quite diverse. As exclusive as entering the ranks of the vistani are, exiting is much easier. When a vistani abandons his caravan and tribe to take up a life of adventuring he is considered an outcast, a half-vistani. Vistani might show such a person disdain, pity, or admiration depending on why the halfvistani abandoned his people.

Skill Proficiencies: History
Languages: Patterna (language of the Vistani) and one of your choice
Equipment: A backpack, a bedroll, a lucky charm (or you may roll for a random trinket on the Trinkets table in chapter 5), a mess kit, a set of traveler’s clothes, and a belt pouch containing 15 gp

Tribal Heritage

Although the vistani are thick as thieves when it comes to outsiders, amongst one another they are divided by their tribes. Those born into the vistani become the tribe of their mother at birth. Those adopted into the vistani join the tribe of the vistani who adopted them. Vistani gain one or more skill or tool proficiencies based on the tribe they were once a part of. Roll randomly or choose from below to determine your tribe.


d8 Tribe Cause of Beauty
1 Canjar Arcana
2 Corvara Forgery kit and thieves’ tools
3 Equaar Animal Handling
4 Kamii Your choice of 2 artisan’s tools
5 Naiat Performance
6 Vatraska Medicine
7 Zarovan Perception
8 Roll again None

Feature: Wanderlust

By leaving the ranks of the vistani you have lost the ability to walk the mists unharmed and without getting lost but you still feel a powerful compulsion to be on the move. You gain advantage on any rolls made to set or follow a course and traveling is considered light activity for the purposes of resting for you.


Suggested Characteristics

The vistani left or were forced to leave a reclusive traveling family. While their experiences after having left the vistani inevitably change them, most vistani are still greatly influenced by the cultural mores and idiosyncrasies of the vistani.


d8 Personality Trait
1 I still look down on the giorgio, the non-vistani, and take great pride in my relationship to the vistani and my tribe.
2 The first time I enter a place I always note objects of value and inconspicuous entrances and exits.
3 I get restless when I stay in the same town for more than a few nights in a row. I am happiest on the open road.
4 I am highly superstitious and carry many charms to ward off bad luck, evil spirits, and nightmares.
5 I take promises seriously. I only offer a promise when I mean it and I expect the same of others.
6 I do not take slights against me well. At all.
7 Tomorrow I may die so today I sate every hunger and slake every thirst. I never say no to something I want.
8 I am fascinated by cursed items and haunted places.
d6 Ideal
1 Independence. I am a free spirit – no one tells me what to do. (Chaotic)
2 Family. I am loyal to my friends and family above any ideals. (Neutral)
3 Greater Good. Mortals must stand together against the darkness of the world. (Good)
4 Change. We change or we die. I will not die. (Chaotic)
5 Tradition. I may have left the vistani and my tribe but I still abide by their laws and customs. (Lawful)
6 Mastery. Ravenloft is a prison ruled by the wicked. Better to reign as a sinner than serve as a saint. (Evil)
d6 Bond
1 I regret leaving the vistani. I will do everything in my power to be adopted back in.
2 I fled my tribe when I committed a grave crime. I fear the day our paths cross again.
3 Somewhere out there, I have a child who doesn’t know me. I will find a way to give that child a better life than my own.
4 Someone I loved was killed. I will not stop seeking revenge until they get their justice.
5 I left the vistani because I fell in love with the land I now try to protect against the forces of darkness.
6 I fell in love with a giorgio and everything I do is part of my effort to win them over.
d6 Flaw
1 I never let a challenge go unanswered.
2 When I am offered a chance to partake of a vice I can rarely say no.
3 I would rather tell a pretty lie than an ugly truth.
4 I can’t speak to a giorgio without a condescending tone.
5 I will never bend a knee to a master or take orders from another.
6 I maintain a collection of personal trinkets from every residence I enter.

The Farmer

The Farmer

The most vital citizen of every land is the grower and provider of food. The farmer produces food in the form of crops and livestock. He works the land from before dawn to after dusk. He sets aside enough to pay taxes and save a little for his children. The farmer starts off at a young age, helping with minor chores until he grows into the harder tasks around the farm. In coastal regions, the fisher goes out on the water early to cast their nets, tending to their tools on land. Wherever you’re from, many stories and legends start with a farmboy, taking him off the land (or sea) he’d been raised on and into a grand adventure. But unlike the folk hero, the farmer proves them self on their journey rather than before it.

Skill Proficiencies: Animal Handling, Nature
Tool Proficiencies: Vehicles (Land), Either Carpenter’s Tools or Weaver’s Tools
Equipment: A pitchfork or shovel, a set of common clothes, an iron pot, a winter blanket, a small pouch containing 5 gp, and one of the following: three chickens, a goat, or three pounds of flour.

Simple Folk

Farmers of all types are scattered accross the land. You can select the type of farm you grew up on from the Farm Type table or roll randomly. If you wish to come from a more exotic type of farm, work with your GM to determine your origin.


d10 Farmer Type
1 Grain Farmer
2 Orchard Farmer
3 Rice Farmer
4 Vegetable Farmer
5 Vineyard Grower
6 Horse Breeder
7 Cattle Rancher
8 Shepherd
9 Poultry Farmer
10 Fisherman

Feature:Farmer’s Almanac

Thanks to a lifetime growing food in every imaginable condition, you are able to provide simple information and goods for your companions. You can accurately predict the weather in your area for the next week. You know what food is really worth, and you can often haggle a better price for produce.

Additionally, when looking for shelter in farmlands, the common folk are always willing to offer aid. Your hosts will provide shelter and a modest lifestyle, so long as you offer aid around the property. The hosts will not shelter you from the law if it would bring harm to themselves.

Suggested Characteristics

Farmers are humble folk, but strong folk. With simple values, they look at life through an optimistic lens. They have a strong work ethic and emphasize communal ties.


d8 Personality Trait
1 The wisdom of my ancestors gives me a unique outlook on life.
2 As a child, I played hero. Now I’m of age, I’m determined to become one.
3 Nothing is more important than a job well done.
4 I’ve never backed down from a barnyard brawl.
5 I may not be the best thinker, but there’s a simple solution to everything.
6 I celebrate the little things in life because I don’t know when hard times will hit.
7 Honesty is my greatest virtue, but sometimes I’m too blunt in my delivery.
8 I’m hard to bore. There’s always something I can do to improve myself.
d6 Ideal
1 Diligence. Don’t put off for tomorrow work that can be done today. Laziness is a vice. (Lawful))
2 Preparation. Like the seasons, life changes frequently. Prepare for change and you’ll come out on top. (Neutral)
3 Generous Pride. Watching another enjoy the fruits of your labor is one of life’s luxuries. (Good)
4 Freedom. The landlord can’t see everything that goes down in the stables. Enjoy life’s little opportunities to let loose and have fun. (Chaotic)
5 Pecking Order. Every animal has a social hierarchy. I’m the strongest, so what I say goes. (Evil)
6 Fairness. Everyone helps around the farm from a young age, favorite child or not. The family is strong when everyone does their part. (Lawful)
d6 Bond
1 I set out to earn riches for my family so they don’t have to live harvest to harvest.
2 I’ve worked the land, I love the land, and I will protect the land at all cost.
3 Bandits rape and pillage my hometown. I will destroy those bandits some day.
4 My landlord is kind to his people. I will pay back that kindness and make him proud to be my liege.
5 I was born a slave but earned my freedom. I will become rich enough to free my family.
6 I am in love with a friend. I will do anything to protect their perfect smile.
d6 Flaw
1 I distrust and dislike meeting new people. Most people weren’t raised right.
2 I only know country-manners, and don’t know proper behavior in civilized settings. I ain’t no city boy.
3 I was born and raised a slave. I find it hard to stand up to authority figures.
4 I’m a gullible and naive countryboy. It’s easy for people to con me.
5 I’m a bit too fond of alcohol, and I don’t hold my liquor well.
6 I got a girl pregnant, and ran from the crossbow-wedding. I often regret that decision, and worry about my unknown child.

The Chosen One

The Chosen One

You are destined for something greater—at least, that is what everyone says. You were raised under the assumption that you are fated to fulfill some ancient prophecy. The pressure to meet the impossible expectations set upon you is immense. Many think that you are set on an inevitable path, but deep down you wonder if it is possible to fight fate. Whether or not you try is your choice.

Skill Proficiencies: History, Religion
Languages: Two exotic languages of your choice
Equipment: A set of common clothes, a copy of the prophecy you are named in, a talisman of the god or other being that chose you, a journal, and a pouch of 15 gp.

Predestined Quest

For some reason or another, people have decided that you are a perfect fit for a prophecy. Discuss with your DM how the prophecy will play into your campaign, if it’s even true, and consider what your character thinks about their mission. Choose from the tables below or roll on the table to determine what the prophecy foretells that you will do. The first table shows what you are destined to accomplish, and the second table shows how you will supposedly do it.


d6 I Will…
1 Save the world from a dark, evil force
2 End a major war or other ongoing conflict
3 Free an oppressed people and raise them to up their former glory
4 Bring spiritual salvation
5 Cause the end of the world
6 The prophecy doesn’t mention what I’ll do


d6 Using…
1 An untapped ultimate power deep inside of me
2 An unstoppable weapon only I can wield
3 My cunning, skill, and/or determination
4 The power of some abstract virtue (love, honor, trust, etc.)
5 My own death
6 The prophecy doesn’t mention how I’ll do it

Feature: Mark of the Chosen

You have an unusual physical feature that marks you as being the chosen one, such as a strange birthmark, an oddly shaped scar, or an unnatural hair or eye color. It is in a highly visible place and will be noticed by most people who get a good look at you, unless you intentionally cover it up.

People who are familiar with the prophecy will recognize you immediately. If they believe in it and support your quest, they will be more willing to help you, as long as it doesn’t put them in danger. They can also be convinced to support you at whatever lifestyle they can reasonably afford. They may ask you to help them with their own problems using your supposed power. If they are against your quest, they will treat you with hostility, and may even attack you.

Suggested Characteristics

Chosen ones grow up with the weight of the world on their shoulders. Believing that they are destined for great things could either bolster their ego or plague them with doubts, depending on how they choose to cope.


d8 Personality Trait
1 As an important figure and potential role model, I must hold myself to high standards.
2 Destiny is on my side, why shouldn’t I be optimistic?
3 My quest is serious business. I have no time for games.
4 I carry myself with sureness and confidence, whether I feel that way or not.
5 They must have found the wrong person, I can’t be the chosen one.
6 I’ve been practicing dramatic speeches in preparation for my final confrontation.
7 I feel responsibility for the lives of everyone I meet.
8 I don’t like people knowing I’m the chosen one. It’s weird when they recognize me.
d6 Ideal
1 Destiny. will do whatever is foretold, no matter how difficult. (Lawful)
2 Heroism. I must help the world at all costs. (Good)
3 Fame. I am special, and I want everyone to know of my great deeds. (Any)
4 Free Will. Screw the prophecy, I do what I want. (Chaotic)
5 Power. When I acquire the power I am destined to wield, I will rule everything. (Evil)
6 Normalcy. I either avoid my quest or want to get it over with so my life can be normal. (Neutral)
d6 Bond
1 I do great deeds to bring honor to my family name.
2 I keep a copy of the prophecy close to me and study it every night.
3 If I don’t succeed, my homeland will be doomed.
4 My teacher gave everything to prepare me for my quest, and I will not let them down.
5 I will supposedly meet my soulmate on my quest. I look forward to it.
6 I place my life in the hands of the god or other being who chose me.
d6 Flaw
1 The great good (or evil) I do in the future will override out any evil (or good) I do now.
2 The prophecy is very vague, so I don’t really know what I’m doing.
3 If I’m fated to do this great thing, nothing can kill me before then! Right?
4 I care more about taking advantage of my reputation than living up to it.
5 I fear I am too much of a coward to do what I must do in the end.
6 My quest is far more important than any of the petty goals my friends have.

Alternate Feature: Artifact of Fate

You carry with you some magical item that is central to your prophesied quest. This item may have superficial arcane qualities, such as giving off a faint glow or floating an inch above your hand when you hold it, but it has no magic with extra combat applications or other obvious uses. The item may be a magical version of a piece of starting equipment you would have anyway, such as a weapon or some adventuring gear, but it will have the same stats and effects as usual. It can also be an item rolled from the trinkets table, or something else that fits the criteria.

Your prophecy states that this item is important and that you must carry it with you at all time. You may or may not know what it is for and where you are supposed to bring it. The item may gain more useful magical properties when certain conditions are met, or trigger a special event when brought to a specific place or person. Discuss with your DM how this item will play into the campaign.

The Seeker

The Seeker

Passing peacefully in the night, a Seeker makes their way over borders and through nations with a mixture of coin, wit, and favor. Whether by divine or social means, you have compelled to embark on a quest in search of something or someone. You have free will to pass over most borders and though many non-hostile regions with ease. Familiar with the transient places, you have or will have crossed the world in order to find what it is you seek.

While some may seek for ritual or faith, others may seek out of urgency or a desire for gold. With the position comes recognition from most races, but requires that you know and follow the laws of the lands that you pass through. Through masterful insight and many cold nights between soft beds, a successful Seeker is known to develop unique combination of wisdom and skills in order to complete their guiding quest.

Skill Proficiencies: Survival, Insight
Tool Proficiencies: One type or artisan’s tools, vehicles (land).
Equipment: A set of traveler’s clothes, a basic map, a Seeker’s insignia (choose a mark, papers, or trinket) and a purse containing 10gp.

Seeker’s Quest

Every Seeker crosses the world for a reason. Choose a quest origin or roll from the table below.


d6 Quest Origin
1 I seek the answers to a problem plaguing my home.
2 I seek the deaths of those who have wronged me.
3 I seek a person or artifact of importance for my church or religion.
4 I seek anything or anyone, but only for the right price.
5 I seek my personal demons, with permission.
6 I seek glory, for that will lead to acceptance.

Feature: Open Borders

A Seeker may pass where they please. If you or your community have not personally angered any one group or nation, you may invoke your Seeker’s Right/Mark in order to pass through borders and outposts with minimal trouble. Favorable groups may waive a toll for you, but none may bar a Seeker without good reason. Additionally you may cross into lands considered sacred or taboo, and favorable groups may allow you to extend these privileges to any companions you vouch for.

Suggested Characteristics

Seekers are independent and capable individuals, driven by their cause to hard nights alone on the road and venturing into many strange lands. While some seekers prefer to remain quiet and stoic with the locals, others prefer to integrate and leave their mark. A Seeker’s quest may or may not have a fixed deadline – while some quests may need to be accomplished by the end of the season, others may span years – and this tends to reflect upon a seeker’s demeanour.


d8 Personality Trait
1 I have spent too long on the road – my people skills need some work.
2 Nothing can shake my optimistic attitude.
3 I seek for the thrill more than I do for my quest.
4 While I am seeking in the present, I am running from my past.
5 Whatever this is, I’ve probably seen something stranger.
6 An insult towards my quest is a personal matter.
7 I am a workaholic – often I even forget things unrelated to the job.
8 Someone gave me this role to get me out of their hair.
d6 Ideal
1 Freedom. Only out in the wider world may I find true freedom. (Any)
2 Duty. My faith in my task is unbreakable. (Lawful)
3 Death. I may die to seek, but in my quest I will bring death to others. (Chaotic)
4 People. I will become someone to be proud of – perhaps someone to aspire to be. (Good)
5 Aspiration. In seeking, I strive to be the best I can be. (Neutral)
6 Legacy. I will make something of myself, leaving my name in tales and books. (Any)
d6 Bond
1 There are people counting on my quest, and I will not let them down.
2 Failing this quest could bring catastrophic consequences upon myself or others.
3 My tools and weapons make me a Seeker – I will never want to part with them.
4 I owe an important person a large debt. Thankfully, they are a thousand leagues away for now.
5 I will bring wrath upon those at the end of my quest.
6 I must make a name for myself as a Seeker in order to earn the respect I need.
d6 Flaw
1 I put my task before my emotions, which may leave me alone when it counts.
2 My pride drives me, and limits me. I rarely accept help if it is threatened.
3 I tend to leave broken hearts and scorned lovers in my wake.
4 Distraction is my vice of choice – I often stray from the determined path.
5 I see untraveled locals as mere simpletons in a life of comfort.
6 I am quick to violence, and rise easily to insult.