Fey’ri

Fey’ri

Demonic Bloodline

Fey’ri, born of Elves and Succubi, combine aspects of both of these heritages. They look very much like their Sun Elf ancestors, frequently possessing golden complexions and lithe physiques. However, large, batlike wings unfurl from their backs to mark their Abyssal blood, and each of them also possesses at least one other sign of this ancestry, be it glowing red eyes, blood red skin, a pointed tail, or some other fiendish trait.

Fey’ri Traits

Ability Score Increase: Your Dexterity and Charisma score increase by 1 each.

Age: While physically mature at around a human pace, most Fey’ri aren’t considered adults until they have seen over a century. They can live as long, or longer, than their Elven ancestors.

Alignment: Fey’ri love freedom much as Elves do, but fiendish blood gives this a sinister bent. They are usually chaotic, evil, or both.

Size: Fey’ri range from 5 to 6 feet tall and are typically slender. Their wings make them somewhat heavier than pure-blooded elves.

Speed: Base walking speed is 30 feet. While in a form with wings, they can fly at a speed of 30 feet. They cannot fly while wearing medium or heavy armor.

Darkvision: 60 feet, same as elves.

Fey Ancestry & Trance: As elves, PHB pg 23

Languages: Fey’ri speak Common, Elvish, and an additional language of your choice.

Natural Evil: When a spell or ability is detecting alignment or fiends you are detected as evil and your racial is detected as fiend. How ever you are not fiend for the porpoise of banishment spells, smite or any other negative effect spells. You are a Humanoid (Elf-Shapeshifter) type.

Fiendish Tongue: Fey’re receive Deception as a bonus Proficiency. Lying comes easily to the supernaturally beguiling succubi and all of their descendants.

Subrace. Two Subraces of Unchained exist in the world, haunting Geists or the decayed Risen. Choose one of these subraces.

Azmaroth Bloodline

The Azmaroth bloodline are native adept deceivers and have access to advanced insight skills.

Ability Score Increase: Your Intelligence score increase by 1.

Bloody insight. You have natively enhanced perception of other people and reading what they want. You gain Insight skill.

Deceiver’s Legacy. You know the friends cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the Detect toughts spell once per day. Charisma is your spellcasting ability for these spells.

Shapeshifter: As an action, a Fey’ri can polymorph into any other elf subrace of the same Size, or into their true form. Their equipment doesn’t change with them, and they cannot fly while in a form without wings. They cannot mimic specific other individuals they’ve met, but can use this ability to hide their fiendish nature while around others who might be less than welcoming of their true forms.

Sueres Bloodline

The Sueres bloodline are native spellcasters and have access to limited charming spells.

Ability Score Increase: Your Charisma score increase by 1 again (racial total +2).

Abyssal Legacy. You know the friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the Suggestion spell once per day. Charisma is your spellcasting ability for these spells.

Shapeshifter: As an action, a Fey’ri can polymorph into any other elf subrace of the same Size, or into their true form. Their equipment doesn’t change with them, and they cannot fly while in a form without wings. They cannot mimic specific other individuals they’ve met, but can use this ability to hide their fiendish nature while around others who might be less than welcoming of their true forms.

Fe’orn Bloodline

The Fe’orn blooded fey’ri are more demonic in their demonic form and have access to following abilities.

Ability Score Increase: Your Constitution score increase by 1.

Demonic Claws. You can use your unarmed attack dealing 1d4 slashing damage. You can use Strength or Dexterity to attack rolls and damage rolls. Your choice.

Resist Acid. You have resistance to Acid damage.

Savage Hunter. You can cast Hunter’s Mark as per spell description. When you use this ability you cant use it again until you finish a short or long rest.

Alternate Form: As an action, a Fey’ri can polymorph into any other elf subrace of the same Size, or into their true form, once the form is chosen it can not be changed. Their equipment doesn’t change with them, and they cannot fly while in a form without wings. You always choose this form. When you die you regain your true form.

Zau’vym Bloodline

The Zau’vym bloodline are are children of dark elven kin (drow). And share some of their abilities.

Ability Score Increase: Your Dexterity score increase by 1 again (racial total +2).

Superior Darkvision. Your darkvision has a radius o f 120 feet, instead.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target o f your attack, or whatever you are trying to perceive is in direct sunlight.

Abyssal Legacy. You know the dancing lights cantrip. Once you reach 3rd level, you can cast the Faerie Fire spell once per day. Once you reach 5th level, you can also cast the Web spell once per day. Charisma is your spellcasting ability for these spells.

Alternate Form: As an action, a Fey’ri can polymorph into a dark elf form of the same Size, or into their true form, once the form is chosen it can not be changed. Their equipment doesn’t change with them, and they cannot fly while in a form without wings. You always choose this form. When you die you regain your true form.

Human Revised

Human Revised

Humans are versatile people, but their abilities are usually honed towards one talent or focus. Humans that specialize and focus on a certain attribute become masters of it quickly and can become extremely experienced in their field. Using this as a base, here is my attempts to re-balance the human and variant human options.

Human Traits

Humans have the following traits.

Ability Score Increase. Two different ability scores of your choice increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans tend toward no particular alignment, the best and worst are found among them.

Size. Humans vary widely in height and build. From barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is medium.

Speed. Your base walking speed is 30.

Skills. You gain proficiency in a skill of your choice.

Human Talent. As humans are a incredibly diverse race, each human gains unique talents. You gain one human talent from the human talent list. You may choose one more talent at 4th level. You must meet all prerequisites that a talent has before you may choose that talent. You may apply your class features that you gain at 1st level to any prerequisites for your first talent.

Languages. You know Common and one extra language of your choice.

Half-Elf and Half-Orc Variants: If you choose to, Half-elfs can replace their Fey Ancestry and Skill Versatility for one Human Talent. Half-orcs can do the same with Menacing and Savage Attacker.

Human Talents

Acclimatized

You were raised in sever environments. Choose one of the following which represents the environment you grew up in.Arctic. You are not negatively affected by cold environemnts (but not cold damage).

Desert. You are not negatively affected by hot environments (but not fire damage). You do not need to drink water as often as others

Forrest/Swamp. You are not slowed by nonmagical difficult terrain that is caused by plant growth.

Mountains. You are not slowed by nonmagicl difficult terrain that is caused by rocks.

Ambidextrous

You can peform standard tasks with both hands instead of with one had, such as drawing or storing weapons.

Advanced Thrower

Prerequisite: Novice Thrower

Whenever you hit a creature with the weapon type you chose for Novice Thrower talent, you may use a bonus action to throw another weapon of the same type at the same creature.

Agile

Prerequisite: Challenger talent, Proficient in Acrobatics

Opportunity attacks are at disadvantage against you.

Bleeding Blade

Prerequisite: Keen Blade

Whenever you make a weapon attack with your keen blade type, you may force the creature to make a Constitution saving throw DC 10+ half the damage dealt by the weapon. On a failed save, the creature takes 1d8 damage on the start of their next turn.

Bludgeoner

You gain proficiency in one melee weapon type that deals bludgeoning damage. As a bonus action, you can prepare a heavy strike with your bludgeoner weapon. The next attack you make with this weapon before the end of your turn, knocks the target back 5 feet.

Brawny

You gain one additional hit point per level.

Bruiser

Prerequisite: Mindful Fists talent

You are proficient with unarmed strikes and they deal 1d4 damage.

Buff

Prerequisite: Challenger talent, Proficiency in Athletics

You may make Strength (Athletics) checks instead of any Charisma (Intimidation) checks.

Bowman

You gain proficiency in one ranged weapon. You may use a bonus action to choose a target. Until the start of your next turn all ranged attacks made with the ranged weapon you chose for this talent ignore half or three-quarters cover on the target.

Challenger

You gain proficiency in either Athletics or Acrobatics. As a bonus action, you may prepare to perform a feat of strength or agility, which grants you advantage on your next Athletics or Acrobatics check before the end of your turn.

Chameleon

Prerequiste: Acclimatized talent

While in your climate, you have advantage on Dexterity (Stealth) checks.

Climber

Prerequisite: Either Challenger or Acclimatized talents

You gain a climbing speed of 30 feet.

Closequarters Shooter

Prerequisite: Bowman talent

Being within 5 feet of your target does not impose disadvantage on attacks made with the weapon you gain proficiency with from the Bowman talent.

Crafter

You gian proficiency in an artisan tool of your choice. Additionally, you have advantage on Wisdom (Insight) checks to determine the value of craft materials or crafted items that are made by any artisan tools you are proficient with.

Detective

Prerequisite: Student talent, proficiency in Investigation

Your proficiency bonus is double on Investigation checks. Additionally, choose one of the following home terrains: Arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. While in the environment of your choice, your Intelligence (Investigation) and Wisdom (Insight) rolls are at advantage.

Determined

Whenever you make an attack roll, ability check or saving throw, you may do so with advantage. Once you use this feature, you cannot use it again until you complete a short or long rest.

Enduring

Prerequisite: Brawny talent Whenever you regain hit points, you regain an additional 1d4 up to your hit point maximum.

Focused

Prerequisite: The ability to cast at least one spell that requires concentration.

When you take damage while concentrating on a spell, you may choose to make the saving throw using the saving throw for your spellcasting ability instead of Constitution. You cannot be forced to make another saving throw to maintain concentration until the begining of your next turn. Once you use this feature, you must complete a long rest before using it again.

From the Shadows

Prerequisite: Sneaky talent When you make deal damage to a creature that is surprised by you, you add you proficiency modifier to the damage done.

Greedy Mind

Prerequisite: Nimble Fingers

You have advantage on Intelligence (Investigation) and Wisdom (Insight) rolls to know what a creature might have on their person and where it would be located.

Hightened focus

Prerequisite: Focused talent

You gain two additional use of the focused talent.

Historian

Prerequisite: Student talent, Proficiency in History Your proficiency bonus in history is doubled. You learn one additional language of your choice.

Keen Blade

You gain proficiency with one melee weapon type that deals slashing or peircing damage. This weapon type becomes your keen blade type. Once per turn, whenever you make an attack with your keen blade, you may treat any 1’s on damage die as a 2.

Large Lungs

Prerequisite: Swimmer talent

You can hold your breath for a number of minutes equal to 1+ twice your Constitution modifier (minimum 1 minute).

Lightning Quick

Prerequisite: Reactionary talent

You may allow adreniline to make you faster as a bonus action. For the next minute, the number of reactions you have is increased by one, but you can still only use one reaction per turn. Once you use this feature, you cannot use it again until you finish a long rest.

Long Armed

Prerequiste: Steady Armed talent

Whenever a creature is prone, you have advantage against the creature for the full length of the weapon you chose for Steady Armed talent

Major Arcanist

Prerequisite: Minor Arcanist talent

You learn one first level spell of your choice from the same class as your Minor Arcanist talent. You can cast this spell once. Once you cast it in this way, you must complete a long rest before doing so again. Your spellcasting modifier is the same as that of your minor arcanist talent.

Master Artisan

Prerequisite: Crafter talent Your proficiency bonus is double for the artisan tool’s that you chose for your Crafter talent. Additionally, it takes you half as much time to sell or buy products related to any artisan craft you are proficient with.

Martial Blade

Prerequisite: Keen Blade talent

You learn two maneuver of your choice from amoung the Battle Master archetype. You can only perform these manuevers if you are using your keen blade type. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a long rest.

Medic

Prerequisite: Student talent, proficiency in Medicine

Your proficiency bonus is doubled for Medicine checks. Additionally, when a creature within 5 feet of you takes damage, you may use your reaction to make a Wisdom (Medicine) check with a DC equal to 10+ half of the damage taken. If you succede, the damage is reduced by the number of points over the DC. Once you use this, you cannot use it again on the same creature for one minute.

Mindful fists

When you strike an opponent with an unarmed strike, you deal 1 additional damage.

Minor Arcanist

Prerequisite: Proficiency in Arcana

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips from that class’s spell list.

Your spellcasting modifier for these spells depends on the class you choose: Charisma for bards, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizards.

Naturalist

Prerequisite: Student talent and Proficiency in one of Animal Handling, Nature, or Survival; or Wild talent

Choose one of the following that you have proficiency with. Animal Handling, Nature, or Survival. Your proficiency bonus is doubled for that skill.

Additionally, you have advantage on identfying creatures with the Beast or Plant tags.

Nimble Fingers

Prerequisite: Proficienccy in Sleight of Hand

As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket

Novice Thrower

You gain proficiency in one thrown type of your choice. You increase both ranges of the thrown property of this weapon type by 10 feet.

Protector

Prerequisite: Shielded talent

When a creature you can see makes an attack roll against target other than you that is within 5 feet of you, you can use your reaction to increase the targets AC by 2. You must be wielding a shield to do this.

Psionic Initiate

You learn two psionic talents from the mystic class. Intelligence is your psionic ability for these.

Psionic Practitioner

Prerequisite: Psionic Intiate

You learn one psionic discipline of your choice from the mystic class. You have 2 psi points to use on this discipline. You regain all used psi points once you complete a long rest.

Quick Eyes

Prerequisite: Proficiency in Perception

You can perform the Search action as a bonus action.

Rapid

Your base movement speed is increased by 5 feet.

Reactionary

You have advantage on opportunity attacks when a creature leaves within 5 feet of you.

Ritualist

Prerequisite: Minor Arcanist talent

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this talent, you acquire a ritual book holding two 1st-level spells of your choice. The spells you choose must be from spell list you chose for the Arcanist talent, and the spells you choose must have the ritual tag. Your spellcasting modifier is the same as for the Arcanist talent

Additionally, if you know any spells with the ritual tag from your the same class as your Arcanist talent, you may cast these as rituals.

Runner

Prerequisite: Rapid talent Your base movement speed is increased by another 5 feet. Additionally, this bonus is increased to 10 feet when using the dash action on your turn.

Sharpened Blade

Prerequisite: Keen Blade talent

Before you make an attack with your keen blade type, you may declare a sharpened blade strike, which increasse the damage by 1d4 if you hit. You may only use this feature once per round.

Shield Smasher

Prerequisite: Bludgeoner talent

When you make a heavy strike against a creature wielding a shield, the creature must make a Strength saving throw (DC 8+proficiency bonus+ your Strength modifier). On a failed save, the shield is knocked out of their hands.

Shielded

You gain proficiency with shields. When you take the dodge action on your turn while weilding a shield, you increase your amror class by 2.

Sneaky

Prerequisite: Proficiency in Stealth

You can use the hide action as a bonus action.

Sniper

Prerequisite: Bowman talent

Atticking at long range doesn’t impose disadvantage on your ranged attack rolls made with the weapon from your Bowman talent.

Socialite

Prerequisite: Proficiency in at least one of the following: Deception, Insight, Intimidation, or Persuasion

You have learned how to socially climb. When you make a Deception, Insight, Intimidation, or Persuasion check that you are proficient in, you can study the creature to understand it better, doing so grants you one socialite stack. Each time after using the same ability check as the original, you gain an additional stack. Each stack increases consecutive check of the same kind by 1. You can have a total of 5 stacks against any one creature for each ability check.

Social Climber

Prerequisite: Socialite talent

You can spend 1 minute observing a creature before engaging in conversation with it. When you do so, the you start with a number of stacks on your Socialite talent equal to half your proficiency bonus.

Spellshaper

Prerequisite: Minor Arcanist talent, the ability to cast at least one first or higher level spell

You learn two metamagic options from amoung the Sorcerer options. Whenever you cast a spell, you may use one of these options. You have two spellshaper points to feul these metamagic options. You regain all expended spellshaper points once you complete a long rest.

Spellshaper points count as sorcerer points if you are the sorcerer class.

Steady Armed

Prerequisite: Proficiency with at least one reach weapon

Choose a reach weapon that you are proficient with. When a creature enters your weapons range, you can make an opportunity attack against them.

Stinging Whip

Prerequisite: Whip Intiate talent

The damage done by a whip is increased to 1d6. You increase the critical strike range of a whip by one when you make a whip attack against a creature that does not have their armor class increased by armor (natural, material, or magical).

Student

You gain proficiency in one of the following: Arcana, History, Investigation, Medicine, Nature, or Religion. Additionally, you learn one additional language.

Swimmer

You gain a swim speed of 30 feet.

Theologian

Prerequisite: Student talent, Proficiency in Religion Your proficiency bonus for Religion is doubled. Additionally, you have advantage on Charisma checks when dealing with creatures that worship a deity.

Thespian

Prerequisite: Proficiency in Performance You gain proficiency in with a disguise kit and one musical instruument of your choice.

Translator

Prerequisite: Student talent

You learn two additional languages. Additionally, the time it takes for you to learn a new language is halfed.

Unbreaking

Prerequisite: Shielded talent

While wielding a shield, your armor class is increased by 1 in addition to any bonus the shield gives.

Wary

You may add half your proficiency bonus to intitative rolls.

Watchman

Prerequisite: Quick Eyes talent Your proficiency modifier is doubled when making Wisdom (Perception) checks while you are not traveling.

Whip intiate

Prerequisite: Proficiency with whips

When you make an opportunity attack with a whip against a large or smaller creature, the creature must make a Strength saving throw (DC 8+ your proficiency bonus + your attack modifier. On a failed save they are knocked prone.

Wild

You gain proficiency in Animal Handling, Nature, or Survival. You have advantage on Wisdom (Survival) checks to provide food or water in natural environments.

Building a Talent: The above talents are simply examples made to allow for standardized builds on human. You could always build unique talents if you feel that a character has a very specific focus. To do so, choose an ability or concept that gives minor amounts of power consistantly or slightly strong powers that only take effect in very peticular situations.

Cursed Ones

Cursed Ones

While most Gods influence the events of mortals from beyond, not all of them are so lucky. While in their immortal form, 801De Gods have performed such terrible acts that the other Gods decided on one of the worst punishments you could give a God, forcing them into a Mortal shell The Cursed God then stays in this form until they perform a task given to them by the other Gods that will return them to their Immortal form.

Cursed Ones Traits

Each God com.ea from a different type of belief, their strengths and weaknesses are based on one of the many Domains.

Ability Score. Your Constitution increases by 1.

Age. While trapped in a mortal shell, the Cursed. One lives on the Mortal Plane until their punishment has been revoked.

Alignment. The alignment of a Cursed God varies greatly based on the type of God they were in the Divine realm.

Size. Having taken a humanoid body, you are considered Medium in size.

Speed. Your base speed is 30 feet.

Darkvision. One of the few traits all Cursed Gods have in common is the ability to see in dim light up to 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Languages. You can speak, read, and write Common and Celestial and one other language of your choice.

Celestial Resistance. You have resistance to Radiant damage.

Death Domain

Ability Score Increase. Your Charisma score increases by 2.

Innate Spellcasting. At. 1st level you gain the Chill Touch cantrip. At. 3rd level, you gain the False Life spell, and you may use this spell once per Long rest. At. 5th level you gain Gentle Repose spell and may use this spell once per Long rest.

Godly Resistance. You have resistance to Poison and advantage on saving throws against being poisoned.

Knowledge Domain

Ability Score Increase. Your Intelligence score increases by 2.

Innate Spellcasting. At. 1st level you gain the Guidance cantrip. At. 3rd level, you gain the Identify spell, and you may use this spell once per Long rest. At. 5th level you gain Augury spell and may use this spell once per Long rest.

Extra Language. You can speak, read. and write one extra language of your choice.

Life Domain

Ability Score Increase. Your Wisdom score increases by 2.

Innate Spellcasting. At. 1st level you gain the Spare the Dying cantrip. At. 3rd level, you gain the Cure Wounds spell, and you may use this spell once per Long rest. At. 5th level you gain Aid spell and may use this spell once per Long rest.

Skill Proficiency. You gain proficiency in the Medicine Skill.

Light Domain

Ability Score Increase. Your Charisma score increases by 2.

Innate Spellcasting. At. 1st level you gain the Light cantrip. At. 3rd level, you gain the Color Spray spell, and you may use this spell once per Long rest. At. 5th level you gain Mirror Image spell and may use this spell once per Long rest.

Tool Proficiency. You are proficient with Alchemist’s Tools.

Nature Domain

Ability Score Increase. Your Wisdom score increases by 2.

Innate Spellcasting. At. 1st level you gain the Druidcraft cantrip. At. 3rd level, you gain the Entangle spell, and you may use this spell once per Long rest. At. 5th level you gain Locate Animals and Plants spell and may use this spell once per Long rest.

Natural Explorer. You gain proficiency in the Survival skill.

Tempest Domain

Ability Score Increase. Your Wisdom score increases by 2.

Eye of the Storm. When a creature attempts to use an attack or spell that deals lightning damage against you or an ally within 5 feet of you, you may use your reaction to cause the creature to make a Wisdom saving throw with a DC of 8 + Proficiency + Wisdom bonus. On a failure, the creature takes half the amount of lightning damage dealt to the target.

Skill Proficiency. You gain proficiency int he Nature skill.

Trickery Domain

Ability Score Increase. Your Dexterity score increases by 2.

Fleet of Foot. Your base speed becomes 35 feet.

Naturally Stealthy. You gain proficiency in the Stealth skill. Your proficiency bonus is doubled for this skill.

War Domain

Ability Score Increase. Your Streangth score increases by 2.

Wrath of the Gods. Wen you hit with a melee weapon attack, you make the target attempt a Strength saving throw with a DC equal to 8 + Proficiency bonus + Strength bonus. On a failure, the target falls prone and you may use a bonus action to perform another attack. You must finish a long rest before using this feature again.

Weapon Training. You gain proficiency with Light Hammers, Maces, Greatswords, and Warhammers.

Vistani

Vistani

Magic flames cast a reddish glow over the interior of this tent, revealing a low table covered in a black velvet cloth. Glints of light seem to flash from a crystal ball on the table as a hunched figure peers into its depths. As the crone speaks, her voice crackles like dry weeds. “At last you have arrived!” Cackling laughter bursts like mad lightning from her withered lips.

-Madam Eva, Curse of Strahd

The Vistani are an odd society within the young race of humans, but any historian would find them no less interesting than even the oldest of dwarves or elves.

Wandering Outcasts

Vistani have no true home, and no place where they are truly welcome for years on end. Rather, they are wandering folk who only stay in one place for a few days at a time, setting up a temporary encampment. They never truly fit in anywhere, and thus never outstay their welcome in any one place. However, any time they do visit somewhere, they are very welcoming to others -throwing parties, hosting dog fights, and other joyful activities. They are usually very high of spirit.

Reputation for Thievery

The Vistani, being a wandering people, also have a reputation for petty thievery -and worse. Many people keep a hand on their coin-purses when Vistani arrive, and store their most valuable items in strongboxes until they leave. A Vistani’s tricks can from from pick-pocketing to conning to kidnapping – sometimes, when a group of Vistani left, a missing child goes with them, to be raised as one of their own.

Thus, Vistani face a healthy dose of rudeness and bias, if something is stolen, a Vistani probably stole it. If a child is rowdy, a wife slothful, or a cow dry, it is usually blamed on the Vistani if they are around.

Curseweavers and Card Readers

The Vistani also weave curses, ranging from mild annoyances to debilitating hexes rivaling a hag’s might. Many fear a group of Vistani, and thus allow a Vistani encampment to stay near their village for a while. It also makes those same people afraid to press an accusation of thievery against a Vistani, despite the likelihood that the Vistani was at fault. However, a lone Vistani, cut off from the encampment, could easily be accused and imprisoned, with the commoners confident in their numbers.

The oldest and wisest Vistani similarly have premonistic magic that allows them to briefly glimpse into the future. This can be done by reading bones, entrails, or using a special deck of cards called a tarokka deck. These cards, each having an image on one of their sides, signal different events that may take part in the future.

Vistani Traits

Vistani generally have slightly darker skin than white, along dark hair and eyes. They also share these following characteristics:

Ability Score Increase. Your Charisma score increases by 1, and another ability score of your choice increases by 2, or your Charisma score increases by 2, and another ability score of your choice increases by 1.

Age. Vistani reach adulthood in their late teens and live less than a century.

Alignment. Given their free roaming and perchant for thievery, Vistani tend towards chaos and either neutrality or evil.

Size. Vistani vary as widely in height and width as as other humans, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Language. You can speak, read, and write Common and one extra language of your choice. Vistani typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Evil Eye. You know the friends cantrip. Once you reach 3rd level, you can cast the animal friendship spell once per day at it’s lowest level. When you reach 5th level, you can also cast the hold person spell once per day at it’s lowest level.
Charisma is your spellcasting ability for these spells.

Family Knowledge. You have advantage on any Intelligence (History) check involving Barovia and it’s past.

Vistani Blood. You can pass through the mists of Barovia without suffering any ill effects, but cannot take anyone non-Vistani with you.

Variant: Vistani Curses

Some Vistani can innately curse others. Your Dungeon Master might allow these variant trait, which replaces the Vistani’s Evil Eye trait:

Vistani Curses. You know the presdigitation cantrip. Once you reach 3rd level, you can cast the hex spell once per day. When you reach 5th level, you can also cast the bestow curse spell once per day but when the bestow curse spell ends you take 10 (3d6) psychic damage. Charisma is you spellcasting ability for these spells.

Servants of Strahd

Long ago, a group of Vistani took in a badly injured young man, nursing him back to health. The man was Strahd von Zarovich, who waged a successful and bloody crusade against his family’s enemies and eventually settled in a land he named Barovia, after he late father King Barov.

After that, the land descended into darkness, with walls of mist trapping the scared Barovians inside. But the Vistani were allowed to come and go as they pleased, and even establish a more permanent home at Tser Pool. In exchange, many of them spy for Strahd, and they would all be known as Strahd’s servants but for one shining example: Ezmerelda d’Avenir, a veteran monster hunter, is a lost Vistana who decided not to rejoin them, to instead help the people of Barovia against their dark master.

The Unchained

The Unchained

Throwing away the shackles of death, some make their way out of the realm of the dead and back towards the land of the living. While most return as corrupted undead, the Unchained have kept their sense of self and awareness.

Escaped from Purgatory

All souls spend time in the grand prison of Purgatory as they await their final judgment. How long each soul waits varies, though it was never longer than 200 years before the Keeper of Chains shows a prisoner their afterlife.

As the other gods passed away, so too did the Keeper of Chains, the warden of Purgatory. Many souls escaped their cells to wander the empty prison, some seeking the door to the afterlife they wished for. However, a large amount instead sought to escape back towards the mortal realm.

Between Life and Death

The transition from Purgatory back to the Material Plane is long arduous, and without a proper guide, none truly come back unchanged Most of the lost souls who seek to return are corrupted entirely by the journey, becoming horrific undead with little of who they were before, and even intelligent undead have suffered from this, becoming twisted and evil The Unchained are different, and rather than assuming a mockery of life, have regained it as much as they could, while keeping their minds in tact. While they have no tendency towards evil many are still shunned from society due to the similarities between them and the undead, and some turn to  darker paths even without the corruption of undeath.

Unchained Traits

While technically alive, your journey has changed you to give your Unchained the following traits.

Ability Score increase. Your Charisma score increases by 1.

Age. Unchained have thrown off the mortal shackles of aging, and cannot die from old age nor be aged magically.

Alignment. The Unchained tend towards no particular alignment. Most try to integrate back into normal society, but those who are shunned may grow jaded against those who haven’t died.

Size. The Unchained are the same height that they were in life. Your size is medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your new life has given you supernatural senses, accustomed to the dark Purgatory prison you stayed in. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.

Memory of Life. You gain proficiency in one skill or tool of your choice.

Languages. You can speak, read, and write Common, and one additional language of your choice. Some Unchained have forgotten their racial languages from life, though most remember.

Subrace. Two Subraces of Unchained exist in the world, haunting Geists or the decayed Risen. Choose one of these subraces.

Geist

As a Geist, you were unable to find your original body when you finally escaped from Purgatory. Rather than be corrupted by this event and becoming a ghost, your spirit has formed into a tangible form, where your body and spirit are one in the same.

Geists tend to have pale skin ranging from blue to white, and hair of a similar hue, giving them a very ethereal appearance.

Ability Score Increase. Your Wisdom score increases by 2.

Ghostly Resistance. You have resistance to Necrotic damage.

One With Your Spirit. You have advantage against Charm effects.

Poltergeist. You can cast Thaumaturgy as the can trip.

Risen

Risen were able to find the remains of their body. If you were lucky, you escaped purgatory quickly after death. Otherwise, rot and decay has set in, though there’s newfound strength in a body without normal limitations.

All Risen have glowing pure white eyes, making them distinguishable from the normal Undead.

Ability score increase. Your Constitution score increases by 2.

Bloodless veins. You have advantage on saving throws against poison, and resistance to poison damage.

Hard to Kill. When you first fail a death saving throw, you may instead choose to succeed. Additionally, you regain consciousness with 1hp the first time that you are stabilized You regain use of both of these features after a long rest.