Planeshifted Guide To Innistrad - GM Binder
Planeshifted Guide To Innistrad - GM Binder
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Designer: Gabe Rodriguez, aka /u/letterephesus
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2
Contents
Welcome to Innistrad .................................................................4 Ch. 3: Character Origins ........................................................22
About Magic the Gathering ............................................................4 Backgrounds ...................................................................................22
Using This Book ...............................................................................4 Cultist ............................................................................................23
Pilgrim .......................................................................................... 23
Ch. 1: Innistrad .............................................................................5 Species .............................................................................................24
Important Names ............................................................................. 5 Bonded ..........................................................................................24
Innistrad Setting ...............................................................................6 Dryad .............................................................................................25
The Moon & Seasons ...................................................................6 Half-Devil ......................................................................................26
Factions & Organizations ............................................................6 Homunculus ................................................................................ 27
Gods & Powers ............................................................................. 6 Human .......................................................................................... 28
Innistrad Gazetteer ..........................................................................6 Shapeshifter ................................................................................ 29
Gavony .............................................................................................7 Skaab ............................................................................................ 30
Kessig .............................................................................................. 9 Vampire .........................................................................................31
Nephalia ....................................................................................... 10 Werewolf .......................................................................................32
Stensia ..........................................................................................11
Ch. 2: Character Classes .......................................................13 Ch. 4: Feats .................................................................................. 33
Feat Descriptions ...........................................................................33
Classes in Innistrad .......................................................................13
Barbarian .........................................................................................14 Ch. 5: Equipment .......................................................................36
Path of Ancestors ....................................................................... 14 Coins .................................................................................................36
Cleric ................................................................................................ 15 Weapons ...........................................................................................36
Death Domain .............................................................................15 Tools ..................................................................................................37
Druid .................................................................................................16 Adventuring Gear ...........................................................................37
Circle of Twilight .........................................................................16
Rogue ................................................................................................17 Ch. 6: Spells .................................................................................40
Inquisitve ......................................................................................17 Spell Descriptions ......................................................................... 40
Sorcerer ...........................................................................................18 App. A: Cosmology ....................................................................45
Storm Sorcery .............................................................................18
Warlock ............................................................................................ 19 App. B: Magic Items .................................................................47
Fathomless Patron .....................................................................19 App. C: Monsters ................................................................51–81
Wizard ..............................................................................................20
Necromancer ...............................................................................20
Sangromancer ............................................................................ 21
3
Welcome to
Innistrad
I
nnistrad is a plane from the multiverse of Magic: the
Gathering that can serve as a D&D setting. It is
inspired by themes of gothic horror, including
vampires, werewolves, mad scientists, zombies, and
monster hunters. Important aspects of Innistrad are
described herein so that you can make it your own,
expanding or altering it however you wish.
About Magic: the
Gathering
Magic: the Gathering is a collectible trading card game of fun-
filled, strategic games to play with friends old and new. It is
another product from Wizards of the Coast, the creators of
Dungeons & Dragons, but exists in its own distinct multiverse.
Each plane in Magic is a unique world with distinct themes,
full of magic and wonder.
Using this Book
This book is an in-depth guide to adventures on the plane of
Innistrad.
DMs can determine how much of this book they want to
share with their players. Characters native to another plane
might know nothing of the details herein, while Innistrad
natives could know everything in this book.
Chapter 1 gives an overview of Innistrad as a setting.
Chapters 2–3 are your guide to creating an Innistrad
character. Chapter 2 presents guidelines and options for
character classes, and chapter 3 details the character origins.
Chapter 4 presents a selection of 4 new feats available to
characters.
Chapter 5 presents new tools and equipment.
Chapter 6 presents new spells available to spellcasting
characters.
Appendix A details the Cosmology of Magic: the Gathering
and the specifics of planar magic as it pertains to Innistrad.
Appendix B provides rules for new magic items.
Appendix C presents stat blocks for monsters and NPCs.
O
n the plane of Innistrad, horrors stalk the
shadows and scratch at doors in the night.
Humanity is beset on all sides: vampires thirst
for human blood, werewolves live for the thrill
of the hunt, the restless spirits of the dead
haunt the living, and no corpse is safe from
reanimation at the hands of necromancer
ghoulcallers or skaberen mad scientists. Only their grim
determination, and their staunch faith in the protection of the
angels has allowed humans to survive in this nightmarish
realm.
Important Names
A handful of important names are defined below:
Innistrad is the name of the plane and the continent.
Avacyn (pronounced aa-vuh-sin) was a powerful archangel.
Human worship of her led to the founding of the Avacynian
Church, the dominant religion of Innistrad.
The Blessed Sleep is a term used by Avacynians to describe
the quiet eternity of oblivion after death. On Innistrad, where
necromancy is abundant, the Blessed Sleep is the ideal one
would wish for in death.
Skaberen (pronounced ska-buh-ren) are mad scientists who
stitch dead flesh together in order to create the ultimate form
of artificial life, a golem called a skaab.
Ghoulcallers are necromancers who raise corpses for power
and conquest.
Emrakul (pronounced em-raw-cool) is an Eldrazi titan, an
eldritch horror from beyond the planes, that was trapped in
Innistrad's moon. Many believe she still exerts some level of
influence and drives people mad.
The Vampire Bloodlines are ancient families of vampires
spread across Innistrad. The four major bloodlines are
Falkenrath, Markov, Stromkirk, and Voldaren.
Howlpacks are groups of werewolves, often united by the
same strain of lycanthropy. The major packs are
Krallenhorde, Mondronen, Leeraug, and Vildin.
5 CH A P TE R 1 | I N N ISTR A D
The Innistrad Setting
Innistrad has a single moon, the Heron moon. It is a source Factions & Organizations
of hope and a harbinger of misfortune at the same time. Many
wise astronomers believe the moon is a vast desert made of Some of the important groups that operate on Innistrad are
pure silver, and the substance that falls from it is known as described below.
moonsilver, a bane to shapechangers, Fiends, and Undead.
The Church of Avacyn is the dominant religion on Innistrad.
The Moon & Seasons Avacynians pray to the angels for protection from Innistrad's
evils.
Humans have given names to the different phases of the
moon because of their strange influence on the world, The Sigardian Priests are a sect of the Avacynian faith that
including the changing of seasons to the strength or is more focused on local elders, their local communities, and
weakness of certain magical powers and species. traditional holidays and practices.
The Harvest Moon represents autumn in Innistrad, and is The Order of Saint Traft was founded to battle evil. Knights
characterized by a large blood red moon hanging in the night of this order bond with benevolent geists to enhance their
sky. The days are much shorter, the weather cools with the abilities.
passing of days and the woods are full of vibrant colors.
During this time vampires are believed to reach the fullness The Skirsdag is an ancient cult that worships Innistrad's
of their power. Bonfires are common during harvest time demons.
when farmers come to work late. The Dawnhart Coven is an ancient practice of witches and
The Hunter's Moon represents the middle of the winter in warlocks dedicated to nature and community.
Innistrad. The cold air never leaves and the apex of the sun The Vizag Atum is a cult that seeks knowledge from geists.
remains always on the horizon. This is the longest season of
the plane and is the time when food is scarce. Hunters must The Fauchard is a group of vampire hunters operating out of
venture into the forests in search of their food, which Drunau in Nephalia.
determines the best time when various atrocities are
encouraged to attack humans. Some believe that this Moon is Gods & Powers
the one that empowers the werewolves, based on increased
attacks of these abominations in towns and roads. Innistrad does not have any gods. Some of the other powers
worshiped by the people of Innistrad are described below.
The New Moon is the closest to the spring in Innistrad but in
turn the shortest of all. The days are longer and the sun is Angels are worshiped by the honest folk of Innistrad and the
shining, though still pale in comparison to other planes. Church of Avacyn.
Forests grow and revitalize, and humans consider this phase Demons are worshiped, and sometimes summoned, by
of the Moon to bring new life and birth. Babies born under insane cultists like those of the Skirsdag.
the phase of the New Moon are considered sacred and are
believed to have a better chance to reach the Blessed Sleep. Krakens and other deep sea horrors are worshiped in coastal
regions like Nephalia.
Emrakul is not explicitly worshiped, but madness cults were
formed in her wake and some believe she influences them
from her prison in the moon.
Innistrad Gazetteer
As characters explore the lands of Innistrad, you can use the
information in this section to inspire your own adventures
and world details.
The Provinces
The mainland of Innistrad is split into four provinces: Gavony,
Kessig, Stensia, and Nephalia. The wilderness beyond these
provinces lies unexplored, as do whatever lands lie beyond
the great seas that surround the mainland.
CH A P TE R 1 | I N N ISTR A D 6
The High City of Thraben
Gavony Thraben, within the parish of the same name, lies on the
While the surrounding settlements were constantly under northern edge of Gavony. It is the largest walled city in
assault, the high city of Thraben and its immense cathedral Innistrad, although parts of Nephalia's seaports are more
remained relatively safe. Small towns grew away from densely populated. It's the seat of the Avacynian Church, built
Thraben on Gavony's rocky moors. Small groups of trees as a city of walls and various bulwarks designed to keep
stained the hills and moors of the province. Gavony is located supernatural threats at bay.
to the south of the Geier Reach mountains and northwest of Thraben sits on a massive mesa in the middle of the Lake
the province of Nephalia. of Herons, a long body of water. Thraben Cathedral is a
towering church on the eastern tip of the mesa, the spiritual
Parishes center of Innistrad and former home of the archangel Avacyn.
In Innistrad, the church and the state are deeply The Walls of Thraben are a complex system of bulwarks
interdependent, and the parishes are the administrative and defense lines, and include the Outer Wall, the Merchant's
designation used by the church. A parish is comparable to a Wall, the Child's Wall, the Fang Wall, and the Bloodless Wall.
county. Each parish may have multiple priests, chapels, and The Child's Wall is inscribed with the names of the children
small altars. Gavony has five parishes: Thraben, the born in Innistrad; many families make pilgrimages to the
Moorland parish, and three parishes in the area called wall. When werewolves are caught, their teeth are displayed
Nearheath, Videns, Wittal, and Effalen. on the Fang Wall, while captured vampires are left to starve
at the Bloodless Wall.
7 CH A P TE R 1 | I N N ISTR A D
Moorland
The Moorland lies beyond the Neartheath, and has always
Nearheath been a more desolate region. There are few trees in the
Within a few miles south of Thraben's walls, there are several Moorland and the ground is covered with coarse grass,
medium-sized towns. This area in the province of Gavony is bracken, and violet heather. There are boulders and standing
called the Nearheath and is inhabited mainly by artisans and rocks, and the countryside seems to be covered in perpetual
farmers. Nearheath is composed of several parishes. mist.
Videns is a region of vineyards and rolling hills with small The area is rife with geists, many of them dangerous, and
castles with walled estates. The River Kirch runs through this travelers are constantly at risk from them as well as other
region. Wittal is the most thickly forested area of Gavony. things that wander the countryside. The Drogskol is an army
Although small in size, the forest is dense and dark, with of spirits that are more protective. They were once a large
ancient pines trees that dwarf the deciduous forests in the militia that fell to a horde of the unhallowed, the zombies of
neighboring parishes. Effalen is the rockiest area of Gavony, Innistrad.
dominated by low shrubs and jagged outcrops. A few Trostad is a village of trappers on the border with Kessig
scattered villages are the only human habitations. province. Rider's Lock is a walled compound housing the
Gavony Riders, cavalry of the Avacynian church. Westvale
and its Abbey is a small village populated by skirsdag cultists.
CH A P TE R 1 | I N N ISTR A D 8
Kessig
Kessig is a province in perpetual autumn, with rolling Villages
farmlands surrounded by dense, dark woods. The deep Avabruck was the former provincial seat of Kessig, but has
forests influence daily life heavily. The small human reduced to a ruin known as Hollowhenge by werewolves.
communities in agricultural villages, trappers, and hunters Lambholt is a well-known farming village. The pastures near
groups live at risk in these werewolf-infested woods, trying to the town were once mingled with woods but the villagers
make a living. Between the isolation and constant danger, chopped down all but a few trees to clear room for their
most townsfolk here are wary of outsiders. farms. Gastaf is a remote village near the forest on the lip of
a deep crevasse. Known for coal mining and skilled leather
The Ulvenwald workers.
The thick Ulvenwald Forest, also known as the "Misty Wood,"
is an ancient forest of aspen, birch, and maple that isolates The Breakneck Ride
Kessig from neighboring provinces. The woods of Ulvenwald These are the main paths that lead into Kessig from the other
are almost supernaturally dense, filled with dark, sinuous provinces. Each crossway is fraught with peril, leading
trunks and a constant, hanging mist. travelers through the Ulvenwald and over treacherous slopes,
The Natterknolls are rocky ridges and cliffs that flank the so those who make the journey do so at as brisk a pace as
wooded valleys. They are inhabited by gibbering hermits and possible. Hairpin Road winds down from Getander Pass in
wicked witches. Traublassen is a small forest village known Stensia, and is watched by vampires. Bower Passage leads
for its pelt and fur trade. from Gavony straight into the heart of the forest. Dryads and
nature spirits are said to haunt the passage. Briar Bridge
The Celestus crosses a river into Nephalia province.
The Celestus is a large astronomical device of ancient origins
that is hidden in Kessig's Ulvenwald on Innistrad. Built by The Approaches
hedgewitches centuries ago, its purpose was to track the The Approaches are an isolated region that has resisted
movements of stars and the moon. When the sun began Avacynian worship. Verlasen is the largest of the three towns
rising later and setting sooner each day because of the there, and its manor has been taken over by the planeswalker
influence of an eldritch horror in Innistrad's moon, the known as Davriel Cane.
witches of the Dawnhart Coven used the Celestus in a ritual
to restore the balance of day and night to the plane.
9 CH A P TE R 1 | I N N ISTR A D
Port Towns
Havengul is the largest of the three cities of the Innistrad
province Nephalia. It stands at the mouth of the Silburlind
River. The population of Havengul consists of human
craftworkers, shipbuilders, smiths, and traders. The
Nephalia Avacynian church has established a small fort here known as
Nephalia is the coastal province of Innistrad. Dwellers the Elgaud Grounds. Many Nephalians are wary of the
interested in trade are attracted by a number of small-to- priesthood and watch them like hawks. As long as the church
medium port towns, most situated at the mouth of a river that brings trade to and from Thraben, they are given a pass from
leads further inland. Nephalia's sloughs, sea mists, and the key players in Nephalia. Havengul is home to the
mysteries cloak its commerce and crimes; it is populated infamous siblings Gisa Cerani, a ghoulcaller necromancer,
mainly by humans, geists, and vampires of the Stromkirk and her skaberen brother Geralf.
bloodline, all of whom seek business, secrets, or solitude. Drunau is a port town at the mouth of the Alrun River. In
The province's silver sand beaches, punctuated with rocky this town is Stromkirk Keep, home of the Stromkirk vampire
promontories and sea caves, afford the easiest access to its bloodline, from which they rule over Nephalia. Also in this
fog-shrouded ocean. town are the secretive order of vampire hunters called
In Nephalia, skaaberen and ghoulcallers can be found in Fouchard, who are hunted by the vampires.
remote areas where they practice their dark arts without Selhoff is a foggy, quiet port where the Nebelgast, the
much interference from the suspicious citizens or Avacynian spirit-mist, is most active. Selhoff lies on a small river delta
authorities. A group of mercenaries known as the Skiltfolk where the river Ospid empties out into the Bay of Vustrow.
hire out their services to merchants and travelers who wish Mist almost perpetually covers the town and the nearby
to cross Nephalia without using the Erdwal or who wish to go Morkrut Swamp. The Morkrut has been a dumping place for
to other areas off the beaten path. Nephalia is also home to a murder victims and unclaimed bodies for which no one will
cult of that worships the kraken horror Kralmar. pay for proper burial. Because of this, the Morkrut is filled
with banshees and other malevolent geists.
The Nebelgast or 'Breath of the Sleepless' is a geist-filled
fog that surrounds the known plane of Innistrad. It consists
mainly of the marei, drowned sailors and shipwreck victims,
and the niblis, frost phantoms.
CH A P TE R 1 | I N N ISTR A D 10
Stensia
The province of Stensia is Innistrad's most unexplored and
the most legendary. Its valleys range from pasture fields to
sinister swamps where dead conifer sink slowly. Its wooded
lands, crossed by a dense fog, show chromatic colors, and its Stensia's Valleys
mountains disappear in the clouds. The sun never seems to
shine in Stensia. It borders Kessig, and parts of it are within The shape of the Geier Reach creates two long valleys in the
line of sight of Thraben and the Nephalia coastline. province, and foothills separate those valleys into numerous,
The powers that govern Stensia, the vampiric bloodlines, isolated segments.
reap the benefits of the isolation in the region. The chain of Inland Valleys
mountains of Geier Reach that dominates the province,
separates the valleys from each other, making them easier to Between the first and second ridge of the Geier Reach lie the
monitor and control. scattered dales called the Inland valleys. At the one end, this
stretch leads to Getander Pass and Kessig, a long, zig-zagging
Geier Reach route watched by the rapacious Falkenrath vampires. On the
The mountain range that dominates Stensia, the Geier other end the Ziel Pass offer's Stensia's only access to the
Reach, defines it utterly. This chain grows steadily higher in sea. The Lurenbraum Fortress overlooks Ziel Pass. This
elevation as it moves from the borders with Gavony and immense fortress protects the huge Estate of the Voldaren
Kessig toward the province's outer edge. Inland, the mountain bloodline. It has a view out to the coast of Nephalia. The
peaks are forested, whereas in the chain's middle the tree line steep Kruin Pass is the only reliable path into Gavony. It used
gives way to bare rock; at its verge, the peaks disappear into to be watched by the Markov vampires. Also within the Inland
the clouds. The highlands are dotted with caves and valleys is Geier Reach Sanitarium, a mental asylum for "mad
crevasses that are reigned by vultures, bats, and other larger prophets" and other doomsayers.
creatures. The passes through Geier Reach are few and
precious; all who travel into or out of the province must use
them. In the remotest parts of the Geier Reach live dragons,
brutal fire-breathers that prey on any creature that strays into
their territories.
11 CH A P TE R 1 | I N N ISTR A D
Midland Range
The Midland Range divides the Inland valleys from those of
the Outland. Only two passes connect the valleys across its
precipitous slopes: Hosfaddel, a wide and well-trodden pass,
and Needle's Eye, a narrow, treacherous, and deadly path.
Between these two passes lies the Ashmouth, a demonic
gateway where devils and demons pour through. It is a huge Outland Valleys
chasm deep enough to glow with magma from below. The outer valley is divided into eight pieces by terrain, three
Devilthorn Lodge is a human watchtower guarding the of which are noteworthy. The human village of
Ashmouth, frequented by demon hunters and devout cathars. Shadowgrange, the human rancher community of Lammas,
The Somberwald is a winding, drooping wilderness and the abandoned Maurer Estate. Shadowgrange and
adorning the hillsides. These woods are home to some of Lammas are strange places populated by humans that are
Innistrad's most noble and pristine creatures: bears, stags, fiercely passionate about their lifestyles but also paranoid
and other things that have fled there over the centuries for and fearful. Maurer Estate is a favorite haunt of newly sired
safety and seclusion. Many of these creatures were once vampires. Its founder Strefan Maurer, a progenitor of a minor
found in Kessig, but the spread of hunters, trappers, and vampiric bloodline, is still said to rule a remote region in the
werewolves there have driven them here, where they're safe outland valleys.
in the shadow of the vampires.
The Farbogs are twin bogs flanking the middle ridge. Both
were once groves of pines, but those trees now sink into the
peat muck at odd angles, creating a tangle of dead trunks.
The Heron's Grace Monastery is a noted pilgrimage
destination between Hofsaddel and Getander Passes,
founded on the ruins of Castle Falkenrath.
CH A P TE R 1 | I N N ISTR A D 12
Chapter 2: Character Classes
W
hen you create a character for Dungeons & Fighters fill all the usual roles on Innistrad, as
Dragons, you choose a class from the options cathars, soldiers, militia captains, town guards.
presented in the Player's Handbook. This Monks are very rare on Innistrad, and would likely be
chapter provides guidelines on playing certain monks in the traditional sense—wandering pilgrims
classes on Innistrad, and presents new in service to the Avacynian Church.
subclass options. The Artificer class is from
Unearthed Arcana — The Artificer. Paladins of every Oath fill the ranks of many cathar
orders, devoted servants of the angels and the
Artificers are common on Innistrad. Alchemists and Avacynian Church.
Armorers often find work in large cities. Artillerists
might fuel their magic with captured geists, while Rangers are common in Kessig and the forests of
Battle Smiths might be skaberen—mad scientists the Somberwald and Ulvenwald. They often find
who use dead flesh to create artificial life. work as hunters, trappers, or guides.
Barbarians are not a common sight on Innistrad and Rogues are most common in Thraben and the cities
might be found in the wilds as hunters or raiders. of Nephalia, engaging in smuggling, thievery, corpse
Those of the Path of the Zealot might be cathars in trading, and other unsavory lines of work. The
service to the Avacynian Church. The Path of Inquisitive and Phantom subclasses are presented
Ancestors is presented later in this chapter. later in this chapter.
Bards are also rare on Innistrad. Those of the College Sorcerers are rare on Innistrad. Those of Aberrant
of Glamour might be springsages—Avacynian Sorcery or Wild Magic might draw power from
mages dedicated to healing and renewal. Other Emrakul, the eldritch horror trapped in Innistrad's
Bards would likely be performers who offer moon. The Storm Sorcery subclass is presented
distraction from the horrors of Innistrad. The later in this chapter.
College of Spirits is presented later in this chapter. Warlocks lurk in every corner in Innistrad. The
Clerics populate the ranks of the Avacynian Church Archfey Patron might be the forgotten nature deity
and make up many Cathar orders. Rather than serve Ghrin-Danu, while the Celestial Patron might be one
a deity, Clerics of any Domain worships an angel or of Innistrad's angels. A Warlock with a Fiend Patron
angelic flight. The Grave Domain is presented later might be a member of the demonic Skirsdag cult.
in this chapter. The Great Old One Patron might be Emrakul, the
eldritch horror trapped in Innistrad's moon. The
Druids of any Circle might be forcemages—wild Fathomless Patrons is presented later in this
witches who make pacts with nature spirits, or chapter.
members of the Dawnhart Coven, an order that
worships Innistrad's forgotten nature deity Ghrin- Wizards are likely to be archmages of the Avacynian
Danu. They might also be archmages of the Church, but might also be hedge mages, local
Avacynian church, dedicated to using healing magic. witches, or mad scientists. The Necromancer and
The Circle of Twilight is presented later in this Sangromancer subclasses are presented later in this
chapter. chapter.
Barbarian Subclass
At level 3, a Barbarian gains a choice of Barbarian subclass.
This section presents the Path of Ancestors subclass, an
update for the Path of the Ancestral Guardian subclass from
Xanathar's Guide to Everything.
Path of Ancestors
Draw Strength from Those Who Came Before
Barbarians who walk the Path of Ancestors revere the
lingering souls of their predecessors. Through their rage,
these barbarians contact the spirit world and call on guardian
spirits to aid the living.
Level 3: Ancestral Protectors
Spectral warriors appear when you Rage. On each of your
turns while your Rage is active, the first creature you hit with
a weapon or an Unarmed Strike becomes harried by the
spirits until the start of your next turn or until your Rage
ends. While harried, the target has Disadvantage on attack
rolls against creatures other than you, and when the target
hits a creature other than you with an attack, that creature
has Resistance to the attack's damage.
Level 6: Spirit Shield
Whenever a creature you can see within 30 feet of you takes
damage while your Rage is active, you can take a Reaction to
reduce the attack's total damage against the target by 2d6.
This reduction increases by 1d6 when you reach Barbarian
levels 10 (3d6) and 14 (4d6).
Level 10: Consult the Spirits
You can cast the Augury or Clairvoyance spell without
expending a spell slot and without spell components. Once
you cast either spell in this way, you can't cast a spell in this
way again until you finish a Short or Long Rest. Wisdom is
your spellcasting ability for the spells you cast with this
feature.
Level 14: Vengeful Ancestors
When you use your Spirit Shield, the attacker takes Force
damage equal to the amount of damage you reduce.
CH A P TE R 2 | CH A R ACTE R CL ASSE S 14
Cleric Subclass
At level 3, a Cleric gains a choice of Cleric subclass. This
section presents the Death Domain subclass, an update for
the Death Domain subclass from the Dungeon Master's
Guide (2014).
Death Domain
Hold the Line Between Life and Death
The Death Domain offers magic that causes death, as well as
the negative energy that gives rise to undead creatures.
Clerics who wield this power worship gods of death, ancient
vampires, and liches.
Level 3: Death Domain Spells
Your connection to this divine domain ensures you always
have certain spells ready. When you reach a Cleric level
specified in the Death Domain Spells table, you thereafter
always have the listed spells prepared.
Grave Domain Spells
Cleric Level Prepared Spells
Blindness/Deafness, False Life, Ray of
3
Enfeeblement, Ray of Sickness
5 Animate Dead, Vampiric Touch
7 Blight, Death Ward
9 Antilife Shell, Cloudkill
Level 3: Reaper
You learn one Necromancy cantrip of your choice (it needn't
be on the Cleric spell list).
In addition, whenever you cast a Necromancy cantrip that
targets a single creature, you can target an additional
creature within range and within 5 feet of the first target.
Level 3: Touch of Death
When you hit a creature with a Melee weapon or an Unarmed
Strike, you can expend a use of your Channel Divinity to deal
extra Necrotic damage to that creature. The extra damage
equals 5 plus twice your Cleric level (round down).
Level 6: Inescapable Destruction
When you deal Necrotic damage to a creature with a spell or
Channel Divinity, that damage ignores Resistance to Necrotic
damage.
Level 17: Grim Reaper
When you cast a Necromancy spell that can be cast with a
higher-level spell slot to target an additional creature, the
spell's effective level is increased by 1.
15 CH A P TE R 2 | CH A R ACTE R CL ASSE S
Druid Subclass Circle of Twilight
At level 3, a Druid gains a choice of Druid subclass. This Preserve the Natural Cycle
section presents the Circle of Twilight subclass, an update for The Circle of Twilight draws on the natural power of the
the Circle of Twilight subclass from Unearthed Arcana – circle of life. Their magic allows them to manipulate the
Cleric, Druid, and Wizard. boundary between life and death, sending their foes to their
final rest while keeping their allies from that fate.
Level 3: Circle of Twilight Spells
When you reach a Druid level specified in the Circle of the
Twilight Spells table, you thereafter always have the listed
spells prepared.
Circle of Twilight Spells
Druid Level Prepared Spells
Dancing Lights, Detect Evil and Good,
3 Gentle Repose, Guiding Bolt, See
Invisibility
5 Magic Circle, Vampiric Touch
7 Aura of Life, Death Ward
9 Dispel Evil and Good, Raise Dead
CH A P TE R 2 | CH A R ACTE R CL ASSE S 16
Rogue Subclasses
At level 3, a Rogue gains a choice of Rogue subclass. This
section presents the Inquisitive subclass, an update for the
Inquisitive subclass from Xanathar's Guide to Everything,
and the Phantom subclass, an update for the Phantom
subclass from Tasha's Cauldron of Everything.
Inquisitive
Unravel the Mystery
As an Inquisitve, you excel at rooting out secrets. You rely on
your sharp eye for detail, but also on your finely honed ability
to read the words and deeds of other creatures to determine
their true intent. You excel at defeating creatures that hide
among and prey upon ordinary folk, and your mastery of lore
and your keen deductions make you well equipped to expose
and end hidden evils.
Level 3: Inquisitor's Senses
You gain the following benefits.
Ear for Deceit. Whenever you make a Wisdom (Insight)
check to determine if a creature is lying in a language you
know, you can treat a d20 roll of 7 or lower as an 8.
Eye for Detail. You can take the Search or Study action as
a Bonus Action.
Level 3: Insightful Fighting
As a Bonus Action, you can force a creature you can see that
doesn't have the Incapacitated condition to make a Charisma
saving throw (DC equals 8 plus your Wisdom modifier and
Proficiency Bonus). On a failed save, you don't need
Advantage on an attack roll against the target to use your
Sneak Attack as long as you don't have Disadvantage on the
attack roll. This benefit lasts for 1 minute or until a different
target fails its saving throw against this feature.
Level 9: Steady Eye
You have Advantage on any Wisdom (Perception) or
Intelligence (Investigation) check you make if you haven't
moved more than half your Speed during this turn. After you
make an ability check in this way, your Speed is halved until
the end of the current turn.
Level 13: Unerring Eye
As a Magic action, you gain Truesight with a range of 30 feet
until the end of the current turn. You can use this feature a
number of times equal to your Wisdom modifier (minimum of
once), and you regain all expended uses when you finish a
Long Rest.
Level 17: Eye for Weakness
When you use your Sneak Attack against the target of your
Insightful Fighting, the extra damage increases by 3d6.
17 CH A P TE R 2 | CH A R ACTE R CL ASSE S
Sorcerer Subclass Storm Sorcery
At level 3, a Sorcerer gains a choice of Sorcerer subclass. Harness the Wrath of Nature
This section presents the Storm Sorcery subclass, an update The power of the storm fuels your innate magic. Many on
for the Storm Sorcery subclass from Xanathar's Guide to Innistrad draw this power from the powerful storms of
Everything. Stensia and Nephalia, the same storms that carve the coasts
and bring life to skaabs.
Level 3: Storm Spells
When you reach a Sorcerer level specified in the Storm
Spells table, you thereafter always have the listed spells
prepared.
Storm Spells
Sorcerer Level Spells
Create or Destroy Water, Gust of Wind,
3
Shatter, Witch Bolt
5 Call Lightning, Fly
7 Control Water, Freedom of Movement
9 Destructive Wave, Telekinesis
CH A P TE R 2 | CH A R ACTE R CL ASSE S 18
Level 10: Grasping Tentacles
Warlock Subclass You learn the Black Tentacles spell and always have it
At level 3, a Warlock gains a choice of Warlock subclass. This prepared. You can cast it once without expending a spell slot,
section presents the Fathomless Patron subclass, an update and you regain the ability to cast it in that way when you
for the Fathomless subclass from Tasha's Cauldron of finish a Long Rest. It counts as a warlock spell for you.
Everything. Whenever you cast the spell, you gain a number of
Temporary Hit Points equal to your warlock level. Moreover,
Fathomless Patron damage can't break your Concentration on this spell.
Answer the Call of the Deep Level 10: Improved Coil
When you choose this subclass, you make a pact with an The damage dealt by Tentacle of the Deeps and reduced by
entity of the ocean—on Innistrad, this role is filled by kraken Guarding Coil both increase to 2d8.
horrors like Krothuss and Kralmar. You can now draw on its
thalassic power. Level 14: Fathomless Plunge
You can cast the Teleport spell once without expending a
Level 3: Fathomless Spells spell slot, choosing a Large or larger natural body of water
The magic of your patron ensures you always have certain you've seen (at least a 10-foot-radius surface). You regain the
spells ready; when you reach a Warlock level specified in the ability to cast it in that way when you finish a Short or Long
Fathomless Spells table, you thereafter always have the listed Rest. When you cast the spell in this way, you always arrive
spells prepared. successfully at the destination.
Fathomless Spells
Warlock Level Spells
Create or Destroy Water, Gust of Wind,
3
Silence, Thunderwave
5 Lightning Bolt, Sleet Storm
7 Control Water, Ice Storm
9 Bigby's Hand, Storm of Radiance
19 CH A P TE R 2 | CH A R ACTE R CL ASSE S
Wizard
At level 3, a Wizard gains a choice of Ranger subclass. This
section presents the Necromancer subclass, an update for
the School of Necromancy subclass from the Player's
Handbook (2014), and the Sangromancer subclass, an
update for the Blood Magic subclass from Tal'Dorei
Campaign Setting Reborn.
Necromancer
Manipulate Life, Death, and All in Between
Your studies focus on manipulating the energies of life and.
Necromancers on Innistrad might be ghoulcallers–raising
corpses from grafyards—or skaberen—mad scientists
creating life from dead flesh.
Level 3: Necromancy Savant
Choose two Wizard spells from the Necromancy school, each
of which must be no higher than level 2, and add them to your
spellbook for free.
In addition, whenever you gain access to a new level of
spell slots in this class, you can add one Wizard spell from
the Necromancy school to your spellbook for free.
Level 3: Grim Harvest
When you reduce a creature that isn't a Construct or Undead
to 0 Hit Points with a level 1+ spell, you gain Temporary Hit
Points equal to twice the spell's level, or three times its level if
it is from the Necromancy school.
Level 3: Undead Familiar
You always have the Find Familiar spell prepared. When you
cast the spell, you choose one of the normal forms for your
familiar or one of the following special forms: Crawling
Claw, Skeleton, or Zombie (see the Monster Manual for the
familiar's stat block).
Level 6: Undead Servant
You always have the Summon Undead spell prepared (see the
Player's Handbook). When you cast it, the spell level in the
stat block is one level higher than the spell slot's level.
You can cast Summon Undead spell by expending one Hit
Point Die rather than expending a spell slot. Once you cast
the spell in this way, you can't do so again until you finish a
Long Rest.
Level 10: Inured to Undeath
You have Resistance to Necrotic damage, Immunity to the
Poisoned condition, and your Hit Point maximum can't be
reduced.
Level 14: Undead Companion
When you cast Summon Undead, you can modify it so that it
doesn't require Concentration. If you do, the spell's duration
becomes 1 minute for that casting, and when summoned, the
Undead has a number of Temporary Hit Points equal to your
Wizard level plus your Intelligence modifier.
In addition, when you cast a spell with a range other than
Self while the Undead is summoned, the spell can originate
from you or the Undead.
CH A P TE R 2 | CH A R ACTE R CL ASSE S 20
Sangromancer
Harness the Power of Blood
Your study of magic is focused on hemocraft—a rare art that
harnesses the latent powers of a creature's vitality to fuel and
amplify the caster's own capabilities, while manipulating and
weakening the bodies of enemies from the inside.
Level 3: Blood Channeling
You gain the following benefits.
Sanguine Focus. As long as you don't have all your Hit
Points, you can use your own body as a Spellcasting Focus.
Sanguine Component. When you cast a Wizard spell that
includes a Material component, you can substitute the
component with taking 1d10 Force damage per 50 GP of the
component's cost (minimum 1d10). If this damage reduces
you to 0 Hit Points, the spell dissipates with no effect, and the
action, Bonus Action, or Reaction used to cast it is wasted. If
that spell was cast with a spell slot, the slot isn't expended.
Level 3: Sanguine Burst
Whenever you roll damage for a level 1+ spell, you can take
Force damage equal to the spell's level to reroll a number of
the damage dice up to your Intelligence modifier (minimum
of one), and you must use the new rolls.
Level 6: Bond of Mutual Suffering
When a creature you can see that isn't a Construct or Undead
hits you with an attack, you can take a Reaction to deal an
amount of Force damage to that creature equal to the
damage you take from the attack.
You can use this feature once. When you reach Wizard
level 14, you can use this feature twice. You regain all
expended uses when you finish a Short or Long Rest.
Level 10: Glyph of Hemorrhaging
When you deal damage to a creature that isn't a Construct or
Undead with a spell, you can curse that creature for 1 minute.
Whenever the cursed creature is hit by an attack, it takes an
extra 1d6 Necrotic damage. The cursed creature makes a
Constitution saving throw against your spell save DC at the
end of its turns, ending the curse on a success.
Once you use this feature, you can't use it again until you
finish a Short or Long rest.
Level 14: Thicker than Water
You gain the following benefits.
Sanguine Healing. Whenever you to regain Hit Points,
you regain an additional number of Hit Points equal to your
Proficiency Bonus.
Sanguine Constitution. While you are Concentrating, you
have Resistance to Bludgeoning, Piercing, and Slashing
damage.
21 CH A P TE R 2 | CH A R ACTE R CL ASSE S
Chapter 3: Character Origins
D
etermining your character's origin involves
choosing a background, a species, and two Standard Languages
languages. When making those choices for a 1d6 Language Origin
character from Innistrad, you choose from the — Common Church of Avacyn
options presented in this chapter instead of
those in the Player's Handbook. 1–2 Common Sign Language Church of Avacyn
3 Gavony Gavony Province
Choose a Background
4 Kessiger Kessig Province
When you choose a background, choose an option presented
in the Player's Handbook or one of the background options 5 Nephalian Nephalia Province
presented later in this chapter. 6 Stensian Stensia Province
Choose a Species The Rare Languages table lists languages that are either
When you choose a species, choose from the species options secret or derived from other planes of existence and thus less
presented in this chapter. widespread on Innistrad.
At the DM's discretion, if your character is a visitor from Rare Languages
another plane of existence, you can choose a species from
another book. Species from across the Magic: the Gathering Language Origin
multiverse can be found in Guildmaster's Guide to Ravnica, Demonic Demons & Devils
Strixhaven: A Curriculum of Chaos, Mythic Odysseys of
Theros, the original Plane Shift supplements, and the rest of Druidic Dawnhart Coven
the Planeshifted Guides series. Draconic Dragons
steve prescott
CH A P TE R 3 | CH A R ACTE R OR IGI NS 22
Cultist
Ability Scores: Dexterity, Intelligence, Charisma You scarcely recall what drove you into the service of the
Feat: Magic Initiate (Wizard) (see the Player's Handbook) otherworldly being. By the light of each waning moon,
Skill Proficiencies: Arcana and Religion the hierophants instructed you in the being’s creed and
Tool Proficiency: Disguise Kit the rudiments of the arcane arts. When you came of age,
Equipment: Choose A or B: (A) Bell, Dagger, Disguise Kit, you were ordered to blend in among the nonbelievers and
Lamp, 2 flasks of Oil, Robe, 20 GP; or (B) 50 GP await whatever mission the Great One has in store.
Pilgrim
Ability Scores: Strength, Wisdom, Charisma You and a group of like-minded believers once
Feat: Healer (see the Player's Handbook) endeavored to walk a thousand miles of road to reach a
Skill Proficiencies: Religion and Survival faraway shrine. Priests counseled at the outset that, long
Tool Proficiency: Navigator's Tools after your journey was complete, you’d come to realize
Equipment: Choose A or B: (A) Bedroll, Healer's Kit, Holy that you found the key to your salvation not at your
Symbol, Navigator's Tools, 2 days of Rations, Tent, destination, but somewhere along the road that led there.
Traveler's Clothes, 9 GP; or (B) 50 GP
23 CH A P TE R 3 | CH A R ACTE R OR IGI NS
igor kieryluk
Bonded Traits
Species Descriptions Creature Type: Humanoid
See the Player's Handbook for how to read a species. Nine Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet
species are presented in this section in alphabetical order: tall), chosen when you select this species
Speed: 30 feet
Bonded Homunculus Skaab
As a Bonded, you have these special traits.
Dryad Human Vampire Darkvision. You have Darkvision with a range of 60 feet.
Half-Devil Shapeshifter Werewolf Ethereal Guidance. You have Advantage on saving throws
you make to avoid or end the Charmed or Frightened
Bonded condition.
Intangible Virtue. When you take Bludgeoning, Piercing,
The Bonded are humans who experience a form of or Slashing damage, reduce the total damage taken by 1d4.
possession from a geist or demon. Rather than being taken Possessed Magic. You know the Thaumaturgy cantrip.
over completely by the possessing spirit, the bonded retains You learn a higher level spell when you reach character levels
their faculties and draws power from the spirit. Knights of the 3 (Detect Magic) and 5 (See Invisibility). You always have
Order of Saint Traft are especially known for having bonded those spells prepared. You can cast each spell once without a
among their members, who are possessed by the geists of spell slot, and you regain the ability to cast it in that way
fallen heros and empowered to fight evil. when you finish a Long Rest. You can also cast the spells
The spirit has its own personality and agenda, which might using any spell slots you have of the appropriate level.
be at odds with the bonded. No matter the relationship Intelligence, Wisdom, or Charisma is your spellcasting
between the two, the unique state of the bonded cannot be ability for the spells you cast with this trait (choose the ability
ended with magic that ends possession. when you select this species).
CH A P TE R 3 | CH A R ACTE R OR IGI NS 24
jaime jones
Dryad Traits
Creature Type: Fey
Size: Medium (about 4-5 feet tall)
Speed: 30 feet
As a Dryad, you have these special traits.
Darkvision. You have Darkvision with a range of 60 feet.
Dryad Magic. You know the Druidcraft cantrip. You learn a
Dryad higher level spell when you reach character levels 3 (Speak
Dryads are elementals, manifestations of nature. They appear with Animals) and 5 (Speak with Plants). You always have
as beautiful humanoids wrapped in vine and thorn. They those spells prepared. You can cast each spell once without a
make their home in the Somberwald, a winding, drooping spell slot, and you regain the ability to cast it in that way
pine forest in the Geier Reach mountains of Stensia province. when you finish a Long Rest. You can also cast the spells
They suffer no intruders into their domain, and ever since the using any spell slots you have of the appropriate level.
arrival of the Eldrazi horror Emrakul, and her subsequent Intelligence, Wisdom, or Charisma is your spellcasting
imprisonment in the moon, the dryads have become more ability for the spells you cast with this trait (choose the ability
aggressive, making communication between the villages when you select this species).
spread in the forest difficult. Rare Language. When you choose languages you know,
you can choose Primordial.
Tree Step. As a Bonus Action, you can spend 10 feet of
movement to teleport to an unoccupied space you can see
within 60 feet. Both the space you leave and your destination
must be within 5 feet of a Medium or larger living tree.
You can use this trait a number of times equal to your
Proficiency Bonus, and you regain all expended uses when
you finish a Long Rest.
25 CH A P TE R 3 | CH A R ACTE R OR IGI NS
pindurski
Half-Devil Traits
Half-Devil Creature Type: Humanoid
Size: Medium (about 4-7 feet tall) or Small (about 3–4 feet
Devils are infernal perpetrators of malicious mischief. They tall), chosen when you select this species
make up the personal armies and entourages of the demons Speed: 30 feet
—those creatures’ selfish desires and urges made flesh. Cruel As a Half-Devil, you have these special traits.
and gleefully sadistic, devils have no regard for the safety of Darkvision. You have Darkvision with a range of 60 feet.
themselves or others. They delight in destruction, mayhem, Fiendish Legacy. You know the Fire Bolt and
and pain. Thaumaturgy cantrips. You learn a higher level spell when
The planeswalker Tibalt is a half-devil, the result of a you reach character levels 3 (Hellish Rebuke) and 5 (Crown
potent and hateful spell. The spell fused his own essence with of Madness). You always have those spells prepared. You can
the devils at his side. This spell still exist, and could be used cast each spell once without a spell slot, and you regain the
by others to achieve a similar infernal legacy. ability to cast it in that way when you finish a Long Rest. You
Demonic Devils & Diabolic Demons can also cast the spells using any spell slots you have of the
In other D&D worlds, devils typically take the role of lawful appropriate level.
evil forces, making deals with mortals, while demons Intelligence, Wisdom, or Charisma is your spellcasting
typically represent chaos. In the worlds of Magic: the ability for the spells you cast with this trait (choose the ability
Gathering, these roles are reversed: Demons are conniving when you select this species).
contract makers, while devils are lawless and chaotic. Fire Resistance. You have Resistance to Fire damage.
Rare Language. When you choose languages you know,
you can choose Demonic.
CH A P TE R 3 | CH A R ACTE R OR IGI NS 26
Homunculus Traits
Creature Type: Construct
Size: Small (about 2–3 feet tall)
Speed: 30 feet
Homunculus As a Homunculus, you have these special traits.
Built for Success. When you fail a D20 Test, you can add
Stitchers and necro-alchemists of Innistrad often create and 1d4 to the d20, potentially turning the failure into a success.
utilize homunculi, which are small subservient living You can use this trait a number of times equal to your
constructs. They are used for menial tasks including Proficiency Bonus, and you regain all expended uses when
collecting parts for skaab creation and maintaining libraries you finish a Long Rest.
and laboratories. They often appear as blue-skinned Poison Resilience. You have Resistance to Poison
cyclopean humanoids. damage. You also have Advantage on saving throws you make
to avoid or end the Poisoned condition.
Specialized Design. You gain proficiency in one skill and
with one tool of your choice.
Unusual Nature. You don't gain levels of Exhaustion from
suffocation or forgoing food and drink.
27 CH A P TE R 3 | CH A R ACTE R OR IGI NS
Human Traits
Human Creature Type: Humanoid
Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet
Innistrad's population is mostly human, and they are found tall), chosen when you select this species
throughout the four provinces. Speed: 30 feet
Gavony folk are known for being well rounded. As a Human, you have these special traits.
Resourceful. You gain Heroic Inspiration whenever you
Kessigers are farmers, millers, weavers, and stonemasons, finish a Long Rest.
living close to the land and working hard for every meal. This Skillful. You gain proficiency in one skill of your choice.
makes them self-reliant, pragmatic, and plainspoken. The Provincial Origins table shows recommended skills
based on your province of origin.
Nephalians maintain a semblance of normalcy beneath an Versatile. You gain an Origin feat of your choice. The
ever-present shroud of fog billowing in from the sea. They buy Provincial Origins table shows recommended feats based on
and sell goods from across Innistrad in their bustling your province of origin.
markets, set out to sea in tiny fishing boats, or till the soggy
earth in waterlogged fields. Provincial Origin
Province Skill Feat
Sstensians have endured countless generations of hardship
due to proximity to the vampire strongholds, leading to many Gavony Insight Skilled
lost children and neighbors. They are proud and fervent in Kessig Survival Alert
their beliefs but seem brusque or even cold to the people of
other provinces. Nephalia Investigation Skilled
Stensia Intimidation Tough
CH A P TE R 3 | CH A R ACTE R OR IGI NS 28
Shapeshifter Traits
Creature Type: Fey
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet
tall), chosen when you select this species
Speed: 30 feet
Shapeshifter As a Shapeshifter, you have these special traits.
Extra Language. You learn a standard or rare language of
Shapeshifters are mysterious, even for a plane like Innistrad. your choice.
Shapeshifters appear as other humans they have seen, and Shapechange. You can shape-shift as a Magic action,
seem to originate from a kind of mirror world that exists transforming your appearance and your voice. You can adjust
beyond the reflections of Innistrad's mirrors. Their true your height between Medium (4–7 feet tall) and Small (2–4
nature is unknown, perhaps even to themselves. Many are feet tall) and can appear heavier or lighter. You must adopt a
content to live in peace among humans, but some use their form that has the same basic arrangement of limbs as you
abilities to mimic appearances for nefarious gain. have. Otherwise, the extent of your appearance is up to you.
Your equipment isn't changed by this trait.
The transformation lasts until you end it as a Magic action
or you die.
Shapeshifter Instinct. You gain proficiency in the
Deception, Insight, Intimidation, Performance, or Persuasion
skill.
29 CH A P TE R 3 | CH A R ACTE R OR IGI NS
Skaab Traits
Creature Type: Construct
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet
tall), chosen when you select this species
Speed: 30 feet
As a Skaab, you have these special traits.
Ageless. You don't age and can't be aged magically.
Amalgamation. Choose one of the following benefits–an
Skaab integration into your constructed form:
Skaabs are zombies assembled from disparate body parts Natural Armor. While you aren't wearing armor, your base
and animated through scientific means by Skaberen Armor Class equals 13 plus your Dexterity modifier.
scientists, also called stitchers. Most skaabs are more or less Secondary Arms. You have an extra pair of arms. You can
humanlike, but creative stitchers have crafted winged skaabs take the Utilize action as a Bonus Action.
similar to the drakes of other worlds, towering giant skaabs, Tattered Wings. As a Bonus Action, you can gain a Fly
and unrecognizable horrors. Speed equal to your Speed until the end of the current
Skaberen go through an elaborate process to gather body turn. When the turn ends, you fall unless you have some
parts, bind them together, infuse the stitched body with vital other means of staying aloft.
fluid, and plant a vital force in its unliving flesh. Some Two-Headed. You have an extra head. You have Advantage on
skaberen even use necro-alchemy to fuel their laboratories. saving throws you make to avoid or end the Blinded or
Deafened condition.
Poison Resilience. You have Resistance to Poison
damage. You also have Advantage on saving throws you make
to avoid or end the Poisoned condition.
Sleepless. You don't need to sleep, and magic can't put you
to sleep. You can retain consciousness during a Long Rest.
Unusual Nature. You don't gain levels of Exhaustion from
suffocation or forgoing food and drink.
CH A P TE R 3 | CH A R ACTE R OR IGI NS 30
Vampire Traits
Creature Type: Undead
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet
tall), chosen when you select this species
Vampire Speed: 30 feet
As a Vampire, you have these special traits.
Vampires on Innistrad form a civilization that stands Ageless. You don't age and can't be aged magically.
alongside and in direct competition with humanity, Aura of Silence. As a Bonus Action, you can manifest an
presenting the greatest danger to human life on the plane. aura of silence in a 5-foot Emanation until the end of the
Like werewolves, vampires were originally human, and they current turn. No sound can be created within or pass through
view themselves as successors to the weak human race— the Emanation. While inside the Emanation, creatures have
even as they begrudgingly recognize that they require human the Deafened condition and Immunity to Thunder damage.
blood to feed upon. They are the embodiment of self- Casting a spell that includes a Verbal component is
indulgent desire, pursuing hedonistic cravings that humans impossible there.
suppress out of a sense of morality and propriety. You can use this trait a number of times equal to your
While similar to their counterparts on other planes, Proficiency Bonus, and you regain all expended uses when
vampirism on Innistrad is a magical anointing of the blood you finish a Long Rest.
with fiendish origin, not a curse or spreading disease. Darkvision. You have Darkvision with a range of 60 feet.
Innistrad vampires have distinctive eyes, appearing as pools Draining Bite. When you hit with your Unarmed Strike
of gold or silver surrounded by black. They have pale skin and deal damage, you can deal Necrotic damage equal to 1d6
that is cool to the touch. Their canine teeth are slightly plus your Strength modifier instead of the normal damage of
pronounced at all times, and they extend significantly when an Unarmed Strike.
they bite to feed.
If the target is a willing Humanoid or one that has the
Grappled, Incapacitated, or Restrained condition, you gain
Temporary Hit Points equal to the Necrotic damage taken.
Unusual Nature. You don't gain levels of Exhaustion from
forgoing food and drink.
31 CH A P TE R 3 | CH A R ACTE R OR IGI NS
Werewolf Traits
Werewolf Creature Type: Humanoid
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet
Driven by their passions, their supernatural hunger, and the tall), chosen when you select this species
cycle of the moon, werewolves shed their tenuous humanity Speed: 30 feet
to embrace the savage predator within. Lycanthropy—the As a Werewolf, you have these special traits.
condition that turns humans into werewolves—is a Darkvision. You have Darkvision with a range of 60 feet.
supernatural curse that causes the victim’s spiritual essence Keen Senses. You have proficiency in the Insight,
to become mingled with the wild essence of nature, Perception, or Survival skill.
symbolized by the wolf. A person afflicted with lycanthropy is Shapechanger. You can transform as a Bonus Action,
forever in doubt of their own urges and instincts. shape-shifting into a wolf-human hybrid. The transformation
Werewolves in canid form are beings of unparalleled lasts for 1 minute or until you end it (no action required). You
savagery and strength. Their howl is said to release the wolf’s can transform a number of times equal to your Proficiency
spirit within, a harrowing sound that fogs the air and chills Bonus, and you regain all expended uses when you finish a
the night. Long Rest.
The exact means by which a person is subjected to the When you hit with your Unarmed Strike and deal damage
curse of lycanthropy is unknown and clouded by superstition. while transformed, you can deal 1d6 plus your Strength
It’s likely that the curse can be imposed by a variety of modifier Piercing or Slashing damage instead of the normal
different means—including intentional participation in a damage of your Unarmed Strike (choose the damage type
ritual meant to invoke the curse. Sometimes, it seems that a each time you use your Unarmed Strike).
werewolf howlpack chooses a victim; certainly, most victims Whenever you transform, you gain one of the following
share a common experience of being called to join the pack. additional benefits (choose when you select this species):
Werewolves are often lone hunters, stalking and killing
humans as singular monsters in towns and villages, but some Krallenhorde. When you transform, you gain Temporary Hit
werewolves form loose social groups in the wild, called Points equal to 2d6 plus your Proficiency Bonus.
howlpacks. The population of any howlpack waxes and Leeraug. While transformed, you have Advantage on attack
wanes like the moon, gaining and losing members as rolls against a creature if that creature is Bloodied.
individual lycanthropes enter or leave their canid state. Mondronen. While transformed and Bloodied, your attacks
Known howlpacks include the Krallenhorde, the Vildin Pack, deal extra damage to creatures equal to your Proficiency
the Mondronen, and the Leeraug. Bonus.
Vildin. While transformed, you can take the Dash action as a
Bonus Action.
CH A P TE R 3 | CH A R ACTE R OR IGI NS 32
Chapter 4: Feats
T
his section offers a collection of feats, which
are special features not tied to a character
class. If you're instructed to choose a feat, you Echoing Soul
can choose from the options presented in this Origin Feat
section. By whatever means you acquire a feat,
you can take it only once unless its description You gain the following benefits.
says otherwise. Channeled Prowess. You gain proficiency in two skills of
your choice.
Feat Descriptions Inherent Tongue. You learn a standard or rare language of
See the Player's Handbook for how to read a feat. The feats your choice.
are presented in alphabetical order. Intrusive Echoes. When you roll a 1 on the d20 of a D20
Test, roll on the Intrusive Echoes table to determine the effect
of the memories that plague you. Once one of these effects
Dungeon Delver occurs, you don't roll on the table again until you finish a
Short or Long Rest.
Origin Feat
Intrusive Echoes
You gain the following benefits. 1d6 Effect
Danger Sense. You have Advantage on Dexterity saving
throws unless you have the Incapacitated condition. 1
You have the Charmed condition for 1 minute or until
Darkvision. You have Darkvision with a range of 60 feet. If you take damage.
you already have Darkvision, its range increases by 60 feet. You have the Frightened condition for 1 minute or
Eye for Secrets. You have Advantage on Wisdom 2
until you take damage.
(Perception) and Intelligence (Investigation) checks you make
to detect secret doors and traps. 3
You have the Blinded condition until the end of your
Spelunking. You can move through a narrow opening next turn.
sized for a creature one size smaller than you without it 4 Your Speed is halved until the end of your next turn.
counting as Difficult Terrain.
You have the Incapacitated condition until the end of
5
your next turn.
6 Reroll the d20. You must use the new roll.
Gathered Whispers
Origin Feat
You gain the following benefits. Mist Walker
Spirit Whispers. You learn the Message cantrip and can Origin Feat
cast it without spell components. Wisdom, Intelligence, or
Charisma is your spellcasting ability for it (choose the ability You gain the following benefits.
when you select this feat). Misty Step. You always have the Misty Step spell prepared.
Sudden Cacophony. When you're hit by an attack roll, you You can cast it once without a spell slot, and regain the ability
can take a Reaction to add your Proficiency Bonus to your to cast it in this way when you finish a Long Rest. You can
Armor Class, potentially causing the attack to miss you. Once also cast it using spell slots you have of the appropriate level.
this benefit causes an attack to miss, you can't use the benefit Intelligence, Wisdom, or Charisma is your spellcasting ability
again until you finish a Long Rest. for it (choose the ability when you select this feat).
Voices from Beyond. When you roll a 1 on the d20 of a Mist Traveler. You can see through areas that are Heavily
D20 Test, roll on the Voices from Beyond table to determine Obscured as though they were Lightly Obscured.
the effect of the whispers that haunt you. Once one of these Poisoned Roots. Whenever you finish a Short Rest, you
effects occurs, you don't roll on the table again until you finish must succeed on a DC 15 Constitution saving throw or
a Short or Long Rest. generate mist in a 10-foot Emanation until you finish a Short
Voices from Beyond
or Long Rest. The Emanation is Lightly Obscured.
1d4 Effect
1
You have Disadvantage on the next D20 Test you Taxidermist
make. Origin Feat
2 You have Deafened condition for 1 minute.
You gain the following benefits.
3
You have the Frightened condition until the end of Leatherworker's Tools. You gain proficiency with
your next turn. Leatherworker's Tools if you don't already have it.
You can cast the Augury spell once within the next Preserve Material. You can cast the Gentle Repose spell
4 10 minutes without expending a spell slot and as a Ritual, using Leatherworker's Tools as a Spellcasting
without a Material component. Focus. Wisdom is your spellcasting ability for it.
Skinner. When you craft an item with Leatherworker's
Tools, the amount of raw materials required to craft it is
halved. For example, you need 2 GP and 5 SP of raw
Living Shadow materials to make Leather Armor, which sells for 10 GP.
Origin Feat
You gain the following benefits.
Grasping Shadow. You learn the Mage Hand cantrip and Touch of Death
can cast it without spell components. Wisdom, Intelligence, Origin Feat
or Charisma is your spellcasting ability for it (choose the
ability when you select this feat). You gain the following benefits.
Shadow Strike. When you make a melee attack as part of Death Touch. When you hit with your Unarmed Strike and
the Attack action on your turn, you can increase your reach deal damage, the target takes an extra 1d10 Necrotic
for that attack by 10 feet. You can use this benefit a number damage. This damage increases by 1d10 when you reach
of times equal to your Proficiency Bonus, and you regain all levels 5 (2d10), 11 (3d10), and 17 (4d10).
expended uses when you finish a Long Rest. Inescapable Death. Attacks you make and spells you cast
Ominous Will. When you roll a 1 on the d20 of a D20 Test, ignore Resistance to Necrotic damage.
your shadow exerts its will. The next time you or a creature Withering Contact. A creature that starts its turn in a
within 30 feet of you makes a D20 Test, roll 1d4. If the result grapple with you takes 1d10 Necrotic damage.
is odd, subtract it from the d20. If the result is even, add it to
the d20. Once one of these effects occurs, it can't do so again
until you finish a Short or Long Rest.
CH A P TE R 4 | FE ATS 34
Trapper Vampiric Glamer
You gain the following benefits. General Feat (Prerequisites: Level 4+, Vampire Species)
Thieves' Tools. You gain proficiency with Thieves' Tools if
you don't already have it. You gain the following benefits.
Expert Traps. Whenever you take a Utilize action to use Ability Score Increase. Increase your Charisma score by
Ball Bearings, Caltrops, or a Hunting Trap, you can replace 1, to a maximum of 20.
the DC of the saving throw required to avoid or end the item's Disguise. As a Magic action, you can disguise yourself with
effects. The new DC equals 8 plus your Dexterity modifier an illusion, appearing human until you end the illusion (no
and Proficiency Bonus. action required). To discern that you are disguised, a creature
Trapmaker. When you finish a Long Rest, you can craft must take the Study action to inspect your appearance and
Ball Bearings, Caltrops, or a Hunting Trap, provided you have succeed on an Intelligence (Investigation) check (DC 8 plus
Thieves' Tools. The item lasts until you finish another Long your Charisma modifier and Proficiency Bonus).
Rest, at which point the item falls apart.
Vampiric Magic
General Feat (Prerequisites: Level 4+, Vampire Species)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence,
Wisdom, or Charisma score by 1, to a maximum of 20.
Vampire Lineage. You are part of a lineage that grants you
supernatural abilities. Choose a lineage from the Vampire
Lineages table. You learn a spell as shown on the table and
always have that spell prepared. You can cast it once without
a spell slot or spell components, and you must finish a Long
Rest before you can cast it in this way again. You can also
cast it using spell slots you have of the appropriate level. The
table indicates if the spell has any restrictions when you cast
it with this feat. Your spellcasting ability for the spell is the
ability increased by this feat.
Vampire Lineages
Lineage Spell
Falkenrath Fly (self only)
Markov Charm Person
Stromkirk Disguise Self
Voldaren Polymorph (self only; choosing Bat only)
Domnathi Gaseous Form (self only)
Wolfir
General Feat (Level 4+, Werewolf Species)
You are always transformed by your Shapechanger trait and
can't shape-shift to your original form.
CH A P TE R 4 | FE ATS
Chapter 5: Equipment
T
his chapter provides rules and prices for
equipment that characters might purchase or Weapons
find during an adventure or campaign in
Innistrad. The DM lets you know if a shop has The New Weapons table below shows additional weapons
an item for sale and whether it's available at that can be found on Innistrad. The table lists the cost and
the listed price. weight of each weapon, as well as additional details. See the
Player's Handbook for definitions on those details.
Coins Unknown Weapons
Denominations of Innistrad currency include Sovereigns Muskets and Pistols are unknown on Innistrad (along with
(GP), Silvers (SP), and Coppers (CP). See the Player's their ammunition). At the DM's discretion, a character might
Handbook for their relative value. be able to acquire such weapons; perhaps the character is
Coins are stamped with Avacyn's collar surrounded by from another plane, or a character with a high Intelligence
laurels on one face, and an angel with unfurled wings might be able to craft a unique version of such weapons.
wielding a longsword on the other face. Coins are minted by
the Avacynian church in the city of Thraben.
New Weapons
Name Damage Properties Mastery Weight Cost
Simple Melee Weapons
Pitchfork 1d6 Piercing Versatile (2d4) Vex 8 lb. 9 GP
Scythe 2d4 Slashing Two-Handed, Reach Topple 10 lb. 5 GP
Spiked Club 1d4 Piercing Light Vex 3 lb. 1 GP
Spiked Greatclub 1d8 Piercing Two-Handed Graze 12 lb. 2 GP
Martial Melee Weapons
Chakram 1d6 Slashing Finesse, Light, Thrown (Range 20/60) Vex 2 lb. 15 GP
Fauchard 2d6 Slashing Heavy, Reach, Two-Handed Topple 10 lb. 18 GP
Scourge 1d8 Slashing Finesse Graze 4 lb. 3 GP
Spiked Chain 2d4 Piercing Reach, Two-Handed Topple 2 lb. 15 GP
Martial Ranged Weapons
Slinger 1d12 Slashing Ammunition (Range 30/120; Sawblade), Loading, Graze 10 lb. 500 GP
Two-Handed
Tools
Tools that can be found on Innistrad are described here in
alphabetical order. See the Player's Handbook for how to
read a tool's description. Adventuring Gear
The Adventuring Gear table in this section includes gear that
can be found on Innistrad. These items are described here in
Embalming Tools (35 GP) alphabetical order, with an item's price appearing after its
Ability: Intelligence Weight: 10 lb. name.
Utilize: Preserve organic material (DC 10), or prepare a Adventuring Gear
corpse for burial (DC 10)
Item Weight Cost
Ammunition Varies Varies
Entomologist's Tools (10 GP) Arcane Focus Varies Varies
Ability: Wisdom Weight: 3 lb.
Chalk — 1 CP
Utilize: Calm an aggressive insect or swarm (DC 15), or
identify an insect (DC 10) Druidic Focus Varies Varies
Craft: Candle, Jar of Bees (described later in this chapter)
Glue — 1 SP
Holy Symbol Varies Varies
Fishing Tackle (1 GP) Hookhand 1 lb. 50 GP
Ability: Wisdom Weight: 4 lb. Incense — 10 GP
Utilize: Catch an edible fish that weighs 1/4 lb. (DC 20)
Craft: Net, Rations, String Jar of Bees 1 lb. 50 GP
Mancatcher 8 lb. 20 GP
Mask 1 lb. 5 GP
Orthodontist's Tools
Ability: Intelligence Weight: 6 lb. Satchel, Sawblade 2 lb. 3 GP
Utilize: Identify a bite mark (DC 10), or safely remove a Whetstone 1 lb. 1 CP
creature's tooth (DC 15)
Craft: Antitoxin
37 CH A P TE R 5 | EQU I PME NT
Ammunition (Varies) Druidic Focus (Varies)
Ammunition is required by a weapon that has the A Druidic Focus takes one of the forms in the Druidic
Ammunition property. A weapon's description specifies the Focuses table and is carved or painted to channel primal
type of ammunition used by the weapon. The Ammunition magic. A Druid or Ranger can use such an item as a
table lists the different types and the amount you get when Spellcasting Focus.
you buy them. The table also lists the item that is typically
used to store each type; storage must be bought seperately. Druidic Focuses
Focus Weight Cost
Ammunition
Acorn
Type Amount Storage Weight Cost
Amber stone
Arrows 20 Quiver 1 lb. 1 GP
Bone wand
Bolts 20 Case 1½ lb. 1 GP
Flower wreath
Bullets, Sling 20 Pouch 1½ lb. 4 CP
Leaf
Needles 50 Pouch 1 lb. 1 GP
Raven feather
Sawblade 10 Satchel 2 lb. 3 GP
Yew wand
Mask (5 GP)
While you're wearing a Mask, creatures have Disadvantage
on any ability check they make to identify you by sight.
Whetstone (1 CP)
With 1 minute of work, you can use a Whetstone to sharpen
one weapon or up to three pieces of ammunition, which
destroys the Whetstone. When you roll a 1 on a damage roll
that deals Piercing or Slashing damage with the sharpened
weapon or ammunition, you can reroll the die and you must
use the new roll. Once sharpened, the weapon or ammunition
retains sharpness for 1 hour.
CH A P TE R 5 | EQU I PME NT
Chapter 6: Spells
M
agic functions on Innistrad as it does in
most other D&D settings. This chapter
provides descriptions of common spells Borrowed Knowledge
used on Innistrad. See the Player's Level 2 Divination (Bard, Cleric, Warlock, Wizard)
Handbook for rules on casting spells
and how to read a spell description. Casting Time: Action
Range: Self
Spell Descriptions Components: V, S, M (a book worth 25+ GP)
Duration: 1 hour
If a spell in this chapter has the same name as a spell from Choose a skill. You have proficiency in the chosen skill until
another book, use the version of the spell presented in this the spell ends. The spell ends early if you cast it again.
chapter. Some spells appear on the Artificer spell list. The
Artificer class is from Unearthed Arcana — The Artificer.
The spells are presented in alphabetical order.
Cause Fear
Level 1 Necromancy (Warlock, Wizard)
Blessed Defiance Casting Time: Action
Level 3 Necromancy (Cleric, Paladin, Warlock, Wizard) Range: 60 feet
Casting Time: Reaction, which you take when you are Components: V
Duration: Concentration, up to 1 minute
reduced to 0 Hit Points
Range: Self One creature you can see within range must succeed on a
Components: V Wisdom saving throw or have the Frightened condition for
Duration: 1 minute the duration. At the end of each of its turns, the target repeats
Your spirit manifests in your space as a Specter (see the the save, ending the spell on itself on a success.
Monster Manual for its stat block). The creature disappears Constructs and Undead automatically succeed on saves
when it drops to 0 Hit Points, when you become Stable, or against this spell.
when the spell ends. Using a Higher-Level Spell Slot. You can target one
The creature is an ally to you and your allies. In combat, additional creature for each spell slot level above 1. Each
the creature shares your Initiative count, but it takes its turn target must be within 30 feet of each other target.
immediately after yours. You decide what actions the creature
takes and where it moves.
CH A P TE R 6 | SPE L L S
Ceremony Danse Macabre
Level 1 Abjuration (Cleric, Paladin) Level 5 Necromancy (Warlock, Wizard)
Casting Time: 1 hour or Ritual Casting Time: Action
Range: Touch Range: 60 feet
Components: V, S, M (powdered silver worth 25+ GP, which Components: V, S
the spell consumes) Duration: Concentration, up to 1 hour
Duration: Instantaneous Choose up to five corpses of Medium or Small Humanoids
You touch a target and perform a magical rite, choosing one within range. Each one becomes your choice of a Skeleton or
of the following options. Zombie under your control (see the Player's Handbook for its
Atonement. You restore the original alignment of a stat block).
Humanoid whose alignment has changed against its will. As a Bonus Action on each of your turns, you can mentally
Bless Water. You transform a Vial of water into Holy command any creature you animated with this spell if the
Water. creature is within 60 feet of you (if you control multiple
Coming of Age. You bless a Humanoid for 24 hours. creatures, you can command any of them at the same time,
Whenever the blessed target makes an ability check or saving issuing the same command to them). You decide what action
throw, it adds 1d4 to the check. A creature can benefit from the creature will take and where it will move on its next turn,
this option only once. or you can issue a general command, such as to guard a
Dedication. You bless a Humanoid for 7 days. The blessed particular place. If you issue no commands, the creature
target gains a +2 bonus to AC while within 30 feet of you. A takes the Dodge action and moves only to avoid harm. Once
creature can benefit from this option only once. given an order, the creature continues to follow the order
Funeral Rite. You bless a corpse for 7 days. The blessed until its task is complete.
target is protected from decay and can't become Undead. The creature is under your control until the spell ends,
after which it becomes a corpse once more.
Using a Higher-Level Spell Slot. You can target two
Chant of the Skifsang additional corpses for each spell slot level above 5.
Level 4 Enchantment (Bard)
Casting Time: Action Darts of Bone
Range: Self (30-foot Emanation) Level 6 Necromancy (Artificer, Warlock, Wizard)
Components: V
Duration: Concentration, up to 10 minutes Casting Time: Action
You produce an enchanting melody in a 30-foot Emanation Range: Self
for the duration. When you cast the spell, each creature in the Components: V, S, M (a bone, which the spell consumes)
Emanation must succeed on a Wisdom saving throw or have Duration: Concentration, up to 1 minute
the Charmed condition until the end of its next turn. On its You create nine bone darts that float around you in your
turn, a Charmed target moves as close to you as it can, using space for the duration. Until the spell ends, you can take a
the safest route. Bonus Action to launch a dart at a creature you can see
Until the spell ends, you can take a Bonus Action on each within 120 feet of yourself. Make a ranged spell attack
of your later turns to have each creature in the Emanation against the target. On a hit, the target takes 1d4 Piercing
make this save again. damage plus 2d6 Necrotic damage, and the target gains 1
level of Exhaustion that lasts for the duration. When you
launch the ninth bone dart, the spell ends.
Curse of Lycanthropy
Level 6 Transmutation (Druid, Wizard) Dismantling Blow
Casting Time: Action Level 3 Evocation (Artificer, Paladin)
Range: Touch
Components: V, S, M (a pint of animal blood) Casting Time: Bonus Action, which you take immediately
Duration: Until dispelled after hitting an object or structure with a Melee weapon or
an Unarmed Strike
One Humanoid you touch must succeed a Constitution Range: Self
saving throw or be cursed with werewolf lyncanthropy. If the Components: V
target is a Monster, it transforms into a Werewolf (see the Duration: Instantaneous
Monster Manual for its stat block). If the target is a player
character, its species changes to the Werewolf species in The hit is a Critical Hit.
chapter 3.
The target can only be returned to its original form with a
Remove Curse (level 6+) or Wish spell.
41 CH A P TE R 6 | SPE L L S
Dispel Item Gruesome Deformity
Level 3 Abjuration (Artificer, Bard, Cleric, Druid, Paladin, Level 2 Enchantment (Bard, Sorcerer, Wizard)
Ranger, Sorcerer, Warlock, Wizard) Casting Time: Action
Casting Time: Bonus Action Range: 30 feet
Range: 120 feet Components: V, S, M (a shard of mirror)
Components: V, S Duration: Concentration, up to 1 hour
Duration: 1 minute One Humanoid you can see within range makes a
Choose one Common or Uncommon magic item you can see Constitution saving throw. On a failed save, the target has
within range. The target's magical properties don't work for Advantage on Charisma (Intimidation) checks and
the duration. Disadvantage on Charisma (Performance or Persuasion)
Usign a Higher-Level Spell Slot. You can target a higher checks for the duration. Whenever the target succeeds on a
rarity magic item with a spell slot of level 5 (Rare), 7 (Very Charisma check, it can repeat the save, ending the spell on
Rare) or 9 (Legendary). itself on a success.
Using a Higher-Level Spell Slot. You can target one
additional creature for each spell slot level above 2.
Distract
Enchantment Cantrip (Bard, Warlock, Wizard)
Mischief
Casting Time: Action Level 2 Illusion (Bard, Sorcerer, Wizard)
Range: 10 feet
Components: V, S Casting Time: Action
Duration: 1 round Range: 60 feet
Each creature you can see within range makes a Wisdom Components: S, M (a piece of crust from an applie pie)
saving throw. On a failed save, a target has Disadvantage on Duration: Concentration, up to 1 minute
Wisdom (Perception) checks and a –5 penalty to Passive Wild magic fills a 20-foot Cube you can see within range and
Perception until the end of your next turn. lasts for the duration.
When the Cube appears, roll 1d6 to determine its effect,
consulting the table below. At the start of each of your turns
Fortune's Favor until the spell ends, you can move the Cube up to 10 feet and
Level 2 Divination (Warlock, Wizard) roll on the table again to change its effect.
Each creature in the Cube when it appears must succeed
Casting Time: 1 minute on a saving throw or have a condition until the start of its
Range: 60 feet next turn, as shown on the table. A creature also makes this
Components: V, S, M (a white pearl worth 100+ GP, which save when the Cube moves into its space and when it enters
the spell consumes) then Cube's area or ends its turn there. A creature makes this
Duration: 1 hour save only once per turn.
You impart luck to yourself or a willing creature you can see 1d6 Saving Throw Condition
within range. Until the spells ends, the target can choose
Fortune or Misfortune as explained below, and then Fortune's 1 Strength Restrained
Favor ends: 2 Dexterity Prone
Fortune. When the target makes a D20 Test, it can have 3 Constitution Blinded
Advantage.
Misfortune. When a creature makes an attack roll against 4 Intelligence Frightened
the target, the target can impose Disadvantage on the 5 Wisdom Incapacitated
attack roll. 6 Charisma Charmed
Using a Higher-Level Spell Slot. You can target one
additional creature for each spell slot level above 2.
CH A P TE R 6 | SPE L L S 42
Soul Cage
Level 6 Necromancy (Warlock, Wizard)
Casting Time: Reaction, which you take when a Humanoid
you can see within 60 feet of you dies
Range: 60 feet
Components: V, S, M (a tiny silver cage worth 100+ GP)
Duration: 8 hours
You trap the target's soul inside the tiny cage used as the
spell's Material component. Until the spell ends, the soul
remains trapped and the target can't be revived.
While a soul is trapped in the cage, you can use it in the
Power Word Pain ways described below, provided the cage is on your person.
The spell ends early when you use the soul six times.
Level 7 Enchantment (Druid, Sorcerer, Wizard) Borrow Experience. As a Bonus Action, you bolster
Casting Time: Action yourself with the soul's life experience. The next D20 Test
Range: 60 feet you make before the start of your next turn has Advantage.
Components: V Eyes of the Dead. As a Magic action, you can name a
Duration: Instantaneous location the target saw in life. This creates an Invisible,
A wave of intense pain assails one creature you can see invulnerable sensor at that location if it is on the same plane
within range. If the target has 100 hit points or fewer, it has of existence as you. The sensor remains for 10 minutes or
the Charmed condition for the duration. During that time, its until you lose Concentration. You can see and hear through
Speed is 10 and can't increase, and it has Disadvantage on the sensor as if you were there. If something can see the
any D20 Test that isn't a Constitution check or Constitution sensor, it appears as a translucent, tormented image of the
saving throw. If the Charmed target casts a spell, it must Humanoid whose soul is trapped.
succeed on a Constitution saving throw or that spell Query Soul. As an Influence action, you ask the soul a
dissipates with no effect, and the action, Bonus Action, or question and receive a brief telepathic answer. The soul
Reaction used to cast it is wasted. If that spell was cast with a knows only what it knew in life, but it must answer you
spell slot, the slot is expended. truthfully and to the best of its ability. Answers are usually
The Charmed target makes a Constitution saving throw at brief and cryptic.
the end of each of its turns, ending the spell on itself on a Recharge Magic Item. As a Magic action, one magic item
success. you touch regains 1 expended charge, provided it can
normally regain charges.
Steal Life. As a Bonus Action, you regain 2d8 Hit Points.
Siphon Insight
Level 2 Divination (Artificer, Paladin, Warlock, Wizard) Stitcher's Anesthesia
Casting Time: Bonus Action, which you take immediately Level 3 Enchantment (Artificer, Warlock, Wizard)
after hitting a creature with a Melee weapon or an
Unarmed Strike Casting Time: Action
Range: Self Range: Touch
Components: V Components: S, M (a bit of string and a needle)
Duration: Instantaneous Duration: Concentration, up to 1 hour
Choose two of the following facts; you learn those facts as One Humanoid you touch must succeed on a Constitution
they pertain to the target hit by the attack: saving throw or have the Blinded, Deafened, and Paralyzed
conditions for the duration. At the end of each of its turns, the
Armor Class target repeats the save, ending the spell on itself on a
One ability score (you choose which to learn) success.
Resistances
Immunities
Vulnerabilities
Special Senses, including Darkvision, Tremorsense, or
Truesight
43 CH A P TE R 6 | SPE L L S
Ooze
Oo S
pirit
ze Sp irit
S 19 +4 +4 D 10 +0 +0 C 14 +2 +2
Duration: Instantaneous
tr
St r ex
De x on
Co n
Int
In t 2 –4 –4 W
W ii s
s 12 +1 +1 Cha
Ch a 5 –3 –3
Choose any number of creatures you can see within range
that have the Unconscious condition and 1 or more Hit Senses Darkvision 60 ft., Passive Perception 11
Points. You end the Unconscious condition on each target, Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
and each target can immediately take a Reaction to right
itself without spending any movement. Traits
Tr aits
space that you can see within range and uses the Ooze Spirit Multiattack. The spirit makes a number of attacks equal
stat block. When you cast the spell, choose Amorphous, to half this spell's level (round down).
Corrosive, or Gelatinous. The creature resembles an Ooze
creature of the chosen quality, which determines certain Psuedopod. Melee Attack Roll: Bonus equals your spell
details in its stat block. The creature disappears when it attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's
drops to 0 Hit Points or when the spell ends. level Acid damage. Hit (Corrosive Only): Nonmagical
The creature is an ally to you and your allies. In combat, armor worn by the target takes a -1 penalty to the AC it
the creature shares your Initiative count, but it takes its turn offers. The armor is destroyed if the penalty reduces its
immediately after yours. It obeys your verbal commands (no AC to 10. The penalty can be removed by a creature who
action required by you). If you don't issue any, it takes the takes the Utilize action and succeeds on a DC 15
Dodge action and uses its movement to avoid danger. Dexterity check using Tinker's Tools to repair the armor.
Using a Higher-Level Spell Slot. Use the spell slot's level Engulf (Gelatinous Only). Dexterity Saving Throw: DC
for the spell's level in the stat block. equals your spell save DC, one creature the spirit can see
within 5 feet of itself. Failure: The target is pulled into
the spirit's space and engulfed. The engulfed target has
Tidal Wave the Grappled condition, is suffocating, can't speak or
Level 3 Conjuration (Druid, Sorcerer, Wizard) cast spells with a Verbal component, and has Total
Cover. When the spirit moves, the engulfed target
Casting Time: Action moves with it.
Range: 120 feet
Components: V, S, M (a drop of water)
Duration: Instantaneous
A wave of water crashes down on an area within range. You Unnatural Moonrise
can make the wave up to 30 feet long, 10 feet tall, and 10 feet Level 8 Illusion (Druid, Warlock, Wizard)
deep. Each creature in the area makes a Dexterity saving
throw. On a failed save, a creature takes 4d8 Bludgeoning Casting Time: 1 minute
damage and has the Prone condiiton. On a succuessful save, Range: 10 miles
a creature takes half as much damage only. Unprotected Components: V, S, M (a black pearl worth 500+ GP)
flames in the area are extinguished. Duration: Concentration, up to 24 hours
You create a powerful illusion of night within range for the
duration. The spell's area is Dim Light and blocks sunlight.
Spells that can only be cast at night, such as Create Undead,
can be cast in the area.
CH A P TE R 6 | SPE L L S 44
Appendix A: Cosmology
T
he worlds of Magic: the Gathering are part of
an immense multiverse, a collection of planes Planar Travel
each with their own unique histories and
people. Almost every plane has a unique theme When adventurers travel to other planes of existence, they
to explore, from the mythic odysseys of greek- undertake a legendary journey in which they might face
inspired Theros, to the cyberpunk adventures supernatural guardians and undergo many ordeals. The
of Japan-inspired Kamigawa. Some adventures nature of that journey and the trials along the way depend in
only take place on a single plane, while other campaigns part on the means of travel, such as portals or spells.
branch into the wider multiverse.
Omenpaths
The Planes Omenpaths are portals that allow travel between the planes.
They are a remnant the Phyrexian Invasion, wherein the
The planes are the different worlds and dimensions in the forces of New Phyrexia invaded multiple planes. Omenpaths
Magic multiverse. They fall into the following categories: can can vary in appearance, size, and stability. Some may
Blind Eternities. The Blind Eternities is the void between even be mobile.
planes. It is filled with the chaotic energies of aether and Traveling the omenpaths is the easiest way to move
mana. The Edge is a plane that sits outside the rest of the between planes, but it's far from simple. It requires careful
multiverse and borders the Blind Eternities. planning and mapping of the omenpaths to prevent getting
Planes. The distinct worlds of Magic are called planes, and lost or stranded on an unknown plane.
are similar to the Material plane in other D&D Omenpath Classifications
cosmologies.
Realms. A Magic plane might have its own smaller worlds The official Avishkari Omenpath Classification System is a
within it, called realms. Most planes have a mortal realm simple, colloquial system that attempts to batch omenpaths
alongside a spirit realm or afterlife. Kaldheim is a plane into three recognizable categories:
with ten distinct realms. Evergreen. Evergreen Omenpaths are stable portals that
Refractions. If a plane has multiple versions of itself, like a opened in the wake of the Phyrexian invasion and have not
parallel universe, these are called refractions. Rabiah is a yet closed.
plane with 1,001 refractions. Refractions can help explain Deciduous. Though not permanent, Deciduous Omenpaths
deviations from the Magic Story within your campaign. are considered stable in that they open and close on
regular, predictable cycles.
Instanced. Instanced Omenpaths are any other Omenpaths,
including those that have recently opened and are
undergoing evaluations to determine their classification.
They might be open for days or mere seconds.
Known Omenpaths
The locations and destinations of confirmed omenpaths,
evergreen or deciduous, are listed in the tables below.
Known Evergreen Omenpaths
Destination 1 Destination 2
Amonkhet Muraganda
Amonkhet Ghirapur, Avishkar
Ghirapur, Avishkar Muraganda
Eiganjo, Kamigawa Tenth District, Ravnica
T
his appendix provides descriptions for magic
items unique to Innistrad. See the Dungeon
Master's Guide for how to use magic items. Doll of Torment
Wondrous Item, Legendary
Magic Item
Each Doll of Torment is created in the likeness of a
Descriptions Humanoid and uses a strong physical connection to that
The magic items are presented in alphabetical order. person as part of its creation, such as a body part, lock of hair,
or bit of nail.
While holding the doll, you can use it to the effect the target
Humanoid in the following ways:
Bladed Bracers
Wondrous Item, Rare (Requires Attunement) Damage. Half of any damage dealt to the doll is also dealt to
the target. The doll has AC 10 and Immunity to Poison and
The blades of these bracers were forged from shattered Psychic damage. The doll can't be destroyed by damage.
pieces of the Helvault, a moonsilver prison that Avacyn Hazard. Subjecting the doll to Extreme Cold or Heat also
herself used to imprison demons. subjects the target to those effects.
While wearing these bracers, you have a +1 bonus to attack Suffocation. Submerging the doll in liquid subjects the
rolls and damage rolls made with your Unarmed Strikes. target to suffocation, unless the target can breathe water.
Those strikes deal Radiant damage instead of their normal
damage type. When you score a Critical Hit with them
against a creature that is shape-shifted, the strike deals one Dragon Egg
additional die of damage. Wondrous Item, Legendary (Requires Attunement)
If a Dragon Egg is kept in Extreme Heat for 3d6 weeks, it
Cobbled Wings hatches into a dragon wyrmling (see appendix C for Innistrad
Wondrous Item, Uncommon (Requires Attunement) dragon stat blocks). If you are attuned to the egg when it
hatches, the dragon is Friendly to you.
These wings are made of cobbled materials.
Glide. When you fall while wearing the wings, you can take
a Reaction to glide horizontally in a direction of your choice a Elixir of the Civilized Scholar
number of feet up to your Speed, and you take 0 damage from Potion, Legendary
the fall.
Limited Flight. The wings have 3 charges and regain 1d3 When you drink this potion, you enter a rage, gaining the
expended charges daily at dawn. While wearing them, you following effects for 1 hour:
can take a Bonus Action to fly up to a number of feet equal to
your Speed. If you're in the air at the end of this movement, Damage Resistance. You have Resistance to Bludgeoning,
you fall unless you have some other means of staying aloft. Piercing, and Slashing damage.
Rage Damage. When you make an attack using Strength—
with either a weapon or an Unarmed Strike—and deal
Devil's Tail Flail damage to the target, you gain a +3 bonus to the damage.
Strength Advantage. You have Advantage on Strength
Weapon (Flail), Uncommon checks and Strength saving throws.
On a hit, this magic weapon deals an extra 1d4 Fire damage, No Concentration or Spells. You can't maintain
and the target starts burning. Concentration, and you can't cast spells.
Bloodlust. At the start of your turn in combat, you must
succeed on a DC 8 Wisdom saving throw or move up to
your Speed toward the nearest creature and take the
Diving Suit Attack action to make a melee attack against that creature.
Armor (Plate), Rare The potion's effect ends early if you don Heavy armor or
While you wear this armor, you can breathe normally have the Incapacitated condition.
underwater and have a Swim Speed equal to your Speed.
Angel
An gel of II n
of nnistrad
nistrad
AC 17 Initiative +4 (14)
HP 136 (16d8 + 64) Multiattack. The angel makes two Holy Spear attacks.
Speed 30 ft., Fly 90 ft. Holy Spear. Melee or Ranged Attack Roll: +8, reach 5 ft. or
MOD SAVE MOD SAVE MOD SAVE
range 20/60 ft. Hit: 7 (1d6 + 4) Slashing damage plus 18
Str
St r 18 +4 +4 Dex
De x 18 +4 +4 Con
Co n 18 +4 +4 (4d8) Radiant damage. Hit (Moonsilver Only): The target also
Int
In t 17 +3 +3 W
W ii s
s 20 +5 +9 Cha
Ch a 20 +5 +9 gains 1 level of Exhaustion. This Exhaustion can be removed
by a creature who takes the Magic action and succeeds on a
Skills Insight +9, Perception +9
DC 15 Wisdom (Medicine) check to inspect the wound.
Resistances Bludgeoning, Piercing, Radiant, Slashing
Immunities Charmed, Exhaustion, Frightened Menace (Goldnight Only). Wisdom Saving Throw: DC 17,
Senses Darkvision 120 ft., Passive Perception 19 each of the angel's enemies within 120 feet. Failure: The
Languages All, telepathy 120 ft. target has the Frightened condition until the start of the
CR 10 (XP 5,900; PB +4) angel's next turn.
Traits
Tr aits
Healing Touch (3/Day). One creature the angel touches
Angelic Flight. The angel is a member of one of the following regains 20 (4d8 + 2) Hit Points, and the angel removes from
flights (DM's choice): Alabaster, Heron, Goldnight, or the target all curses, magical contagions, and the Blinded,
Moonsilver. This choice affects other aspects of the stat Deafened, and Poisoned conditions.
block.
Spellcasting. The angel casts one of the following spells,
Protection (Heron Only). Each of the angel's allies in a 10- requiring only Verbal components and using Charisma as the
foot Emanation originating from the angel has Advantage on spellcasting ability (spell save DC 17):
saving throws as long as the angel doesn't have the
Incapacitated condition. At Will: Protection from Evil and Good (Alabaster only);
Detect Evil and Good
Magic Resistance. The angel has Advantage on saving throws 1/Day Each: Dispel Evil and Good (Alabaster only);
against spells and other magical effects. Commune, Raise Dead
Str
St r 6 –2 –2 Dex
De x 17 +3 +3 Con
Co n 13 +1 +1
I 11 +0 +0 W 12 +1 +1 C 14 +2 +2
Ashmouth Devil
nt
In t W ii s
s ha
Ch a
Resistances Cold
Immunities Fire, Poison; Poisoned Malicious Miscreants
Senses Darkvision 120 ft., Passive Perception 11
Habitat: Mountain, Urban; Treasure: Relics
Languages Common, Demonic
CR 1 (XP 200; PB +2) Devils are infernal creatures that emerge from Ashmouth.
Traits They make up the personal armies and entourages of the
Tr aits
demons—those creatures’ selfish desires and urges made
Death Burst. Dexterity Saving Throw: DC 12, each flesh. They delight in destruction, mayhem, and pain.
creature in a 5-foot Emanation originating from the devil Devils stand about three or four feet tall and have faces full
when it dies. Failure: 7 (2d6) Fire damage. Success: Half of needlelike teeth. Most have ruddy or deep red skin, one or
damage. two back-sweeping horns, and long, whiplike tails. Devils are
Devil's Sight. Magical Darkness doesn't impede the
agile and make passable fighters, but they do their best
devil's Darkvision.
destructive work by sabotaging things of value, starting fire,
and inciting violence in others.
Magic Resistance. The devil has Advantage on saving
throws against spells and other magical effects. Ashmouth Weapons
1d4 The devil's flaming weapon is...
Actions
Ac tions
1 Its own whiplike tail
Flaming Weapon. Melee or Ranged Attack Roll: +5, reach
2 A rusty pitchfork
5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 5 (2d4) Fire
damage. If the target is a creature or flammable object, it 3 A bloodied sickle
starts burning.
4 A large torch
Incite Violence (1/Day). The devil casts Crown of
Madness, using Charisma as the spellcasting ability (spell
save DC 12).
Str
St r 6 –2 –2 Dex
De x 14 +2 +2 Con
Co n 13 +1 +1
Int
In t 12 +1 +1 W
W ii s
s 11 +0 +0 Cha
Ch a 10 +0 +0
Skills Stealth +6
Resistances Bludgeoning, Piercing, Slashing
Immunities Poison; Charmed, Exhaustion, Frightened,
Paralyzed, Poisoned Creepy Doll
Senses Darkvision 60 ft., Passive Perception 10 One, Two, It's Coming For You
Languages The languages its creator knows
CR 2 (XP 450; PB +2) Habitat: Urban; Treasure: Implements
Actions
Ac A living doll is easily mistaken for an inanimate doll or a
stuffed animal until it moves. Trapped within each living doll
tions
Multiattack. The doll makes two Scissors attacks and is a malicious geist or demon. The doll takes pleasure in
uses Psychic Assault. tormenting the guilt-ridden and despondent, hastening their
Scissors. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 +
descent into depression or paranoia.
2) Slashing damage. Creepy Doll Appearances
Psychic Assault. Intelligence Saving Throw: DC 12, one 1d4 The creepy doll depicts...
creature the doll can see within 10 feet. Failure: 11
1 A wealthy nobleman
(2d10) Psychic damage. Failure by 5 or more: The target
also has the Stunned condition until it regains Hit Points. 2 A little girl
Multiattack. The witch makes two Sungold Staff attacks. Before the coming of Avacyn and the angels, the old magic of
It can replace one of these attacks with a use of the coven was a source of protection from the threats in the
Spellcasting. dark. After the archangel's death, the coven emerged once
more, becoming the last hope of humanity against the
Sungold Staff. Melee Attack Roll: +8, reach 5 ft. Hit: 10 encroaching darkness of the eternal night. The dawnhart
(1d10 + 5) Bludgeoning damage plus 9 (2d8) Radiant coven are clad in elaborate skull headdresses, face paint, and
damage. autumnal robes.
The witches of the Dawnhart Coven draw power from the
Sungold Barrage. Constitution Saving Throw: DC 16, god Ghrin-Danu, a primordial and forgotten god of nature.
each creature in a 60-foot Cone. Failure: 25 (10d4)
Radiant damage, and the target has the Blinded Dawnhart Witch Masks
condition until the end of its next turn. Success: Half
1d4 The witch's headdress is the skull of a...
damage only.
1 Wolf
Spellcasting (Druid). The witch casts one of the
following spells, using Wisdom as the spellcasting ability 2 Elk
(spell save DC 16): 3 Goat
At Will: Barkskin (included above), Dancing Lights, 4 Human
Druidcraft
2/Day Each: Entangle, Healing Word
1/Day Each: Beacon of Hope, Conjure Animals,
Daylight
Balefire
Ba lefire Dr D
ragon yrmling
agon Wy rmling W
Medium Dragon, Chaotic Evil
AC 17 Initiative +0 (10)
HP 75 (10d8 + 30)
Speed 30 ft., Fly 60 ft. Young
Yo B
alefire
ung Ba ragon
lefire Dr agon D
MOD SAVE MOD SAVE MOD SAVE
Large Dragon, Chaotic Evil
Str
St r 19 +4 +4 Dex
De x 10 +0 +2 Con
Co n 17 +3 +5
Int
In t 12 +1 +1 W
W ii s
s 11 +0 +2 Cha
Ch a 15 +2 +4 AC 18 Initiative +0 (10)
HP 178 (17d10 + 85)
Skills Perception +4, Stealth +2 Speed 40 ft., Fly 80 ft.
Immunities Fire MOD SAVE MOD SAVE MOD SAVE
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Str
St r 23 +6 +6 Dex
De x 10 +0 +4 Con
Co n 21 +5 +9
Perception 14
Languages Draconic Int
In t 14 +2 +2 W
W ii s
s 11 +0 +4 Cha
Ch a 19 +4 +8
CR 4 (XP 1,100; PB +2) Skills Perception +8, Stealth +4
Immunities Fire
Actions
Ac tions
Senses Blindsight 30 ft., Darkvision 120 ft., Passive
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Perception 18
Piercing damage plus 3 (1d6) Fire damage. Languages Draconic
CR 10 (XP 5,900; PB +4)
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC
13, each creature in a 15-foot Cone. Failure: 24 (7d6) Actions
Ac tions
Fire damage, and the target starts burning. Success: Half Multiattack. The dragon makes three Fiery Rend attacks.
damage only.
Fiery Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13
(2d6 + 6) Slashing damage plus 3 (1d6) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC
17, each creature in a 30-foot Cone. Failure: 56 (16d6)
Fire damage, and the target starts burning. Success: Half
damage only.
MOD SAVE MOD SAVE MOD SAVE Legendary Action Uses: 3. Immediately after another
Str
St r 27 +8 +8 Dex
De x 10 +0 +6 Con
Co n 25 +7 +13 creature's turn, The dragon can expend a use to take one of
Int
In t 16 +3 +3 W
W ii s
s 13 +1 +7 Cha
Ch a 21 +5 +11 the following actions. The dragon regains all expended uses
at the start of each of its turns.
Skills Perception +13, Stealth +6
Immunities Fire Noxious Smoke. The dragon casts Stinking Cloud, requiring
Senses Blindsight 60 ft., Darkvision 120 ft., Passive no spell components and using Charisma as the spellcasting
Perception 23 ability (spell save DC 19).
Languages Draconic
CR 17 (XP 18,000; PB +6) Rend. The dragon makes one Fiery Rend attack.
Traits
Tr aits Searing Heat. Constitution Saving Throw: DC 15, each
creature in a 15-foot Emanation originating from the dragon.
Legendary Resistance (3/day). If the dragon fails a saving
Failure: 10 (3d6) Fire damage, and the target gains 1 level of
throw, it can choose to succeed instead.
Exhaustion. Success: Half damage only.
Actions
Ac tions
Wingbeat. Strength Saving Throw: DC 22, each creature in a
Multiattack. The dragon makes three Fiery Rend attacks. 10-foot Emanation originating from the dragon. Failure: 15
(2d6 + 8) Bludgeoning damage, and the target has the Prone
Fiery Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 15 (2d6 condition. Success: Half damage only. Failure or Success:
+ 8) Slashing damage plus 7 (2d6) Fire damage. The dragon flies up to half its Fly Speed. The dragon can't
take this action again until the start of its next turn.
Actions
Ac tions Multiattack. The dragon makes three Rend attacks.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 +
Piercing damage plus. 4) Piercing damage plus.
Sleep Breath (Recharge 6). Constitution Saving Throw: Sleep Breath (Recharge 6). Constitution Saving Throw:
DC 11, each creature in a 15-foot Cone. Creatures that DC 11, each creature in a 30-foot Cone. Creatures that
don't sleep or that have Immunity to the Exhaustion don't sleep or that have Immunity to the Exhaustion
condition automatically succeed this save. Failure: The condition automatically succeed this save. Failure: The
target has the Unconscious condition for 1 minute, until target has the Unconscious condition for 10 minutes,
it takes damage, or until another creature takes an action until it takes damage, or until another creature takes an
to shake it awake. action to shake it awake.
Moonlight Breath (Recharge 5–6). Dexterity Saving Moonlight Breath (Recharge 5–6). Dexterity Saving
Throw: DC 11, each creature in a 5-foot-wide, 20-foot- Throw: DC 11, each creature in a 5-foot-wide, 40-foot-
long Line. Failure: 14 (4d6) Radiant damage. Success: long Line. Failure: 42 (12d6) Radiant damage. Success:
Half damage. Half damage.
Immunities Fire; Charmed The dragon can take up to three Reactions per round but
Senses Blindsight 60 ft., Darkvision 120 ft., Passive only one per turn.
Perception 21
Languages Draconic Mirrorwing. Trigger: The dragon succeeds on a saving throw
CR 13 (XP 10,000; PB +5) against a spell or a spell attack misses it. Response: The spell
is deflected back at its caster; the caster makes a saving
Traits
Tr aits
throw against the spell or makes a spell attack against
Legendary Resistance (3/Day). If the dragon fails a saving themselves, using their own spell save DC and spell attack
throw, it can choose to succeed instead. modifier.
Actions
Ac tions Manaform. Trigger: A creature the dragon can see ends its
turn within 5 feet of the dragon. Response: The dragon casts
Multiattack. The dragon makes three Rend attacks. Mislead, requiring no spell components and using Charisma
as the spellcasting ability.
Rend. Melee Attack Roll: +11, reach 15 ft. Hit: 15 (2d8 + 6)
Piercing damage plus. Disorienting Visions. Trigger: The dragon takes damage.
Response—Wisdom Saving Throw: DC 18, each creature in a
Moonlight Breath (Recharge 5–6). Dexterity Saving Throw:
20-foot Emanation originating from the dragon. Failure: The
DC 18, each creature in a 5-foot-wide, 20-foot-long Line.
target has Disadvantage on ability checks until the end of the
Failure: 45 (13d6) Radiant damage. Success: Half damage.
dragon's next turn.
Actions
Ac tions
Skills Perception +5, Stealth +5 the woods and nearby villages for food, hunting hares or
Senses Darkvision 60 ft., Passive Perception 13 stealing fish. These timid creatures typically avoid contact
Languages None
CR 0 (XP 10; PB +2)
with humanoids, but they are sometimes trained by the
hunters of Devilthorn Lodge—a hunting lodge near Ashmouth
Actions
Ac tions
that must deal with devils when they hunt game.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing
damage.
Geist
Ge ist
Str
St r 14 +2 +2 Dex
De x 10 +0 +0 Con
Co n 16 +3 +3
Int
In t 1 –5 –5 W
W ii s
s 12 +1 +1 Cha
Ch a 5 –3 –3
Skills Perception +5
Senses Darkvision 60 ft., Passive Perception 15
Languages None
CR 3 (XP 700; PB +2) Giant Slug
Traits
Tr aits Slimy, Squirming Evil
Spider Climb. The slug can climb difficult surfaces, Habitat: Swamp; Treasure: None
including along ceilings, without needing to make an
ability check. Giant slugs are grotesque, slimy horrors that emerge from
Innistrad's swamps. Many swamp villages devolve into cults
Actions
Ac tions that worship these creatures in hopes that it steers clear of
the village. They are slow moving but territorial, and can
Multiattack. The slug makes two Bite attacks. It can breathe a corrosive slime when threatened.
replace one of these attacks with a use of Acid Breath if
available.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2)
Piercing damage plus 2 (1d4) Acid damage.
Corrosive Breath (Recharge 5–6). Dexterity Saving
Throw: DC 13, each creature in a 15-foot Cone. Failure:
9 (2d8) Acid damage, and the target takes a –2 penalty
to its AC until the end of its next turn. Success: Half
damage only.
Str
St r
MOD SAVE
19 +4 +4 Dex
De x
MOD SAVE
10 +0 +0 Con
Co n
MOD SAVE
14 +2 +2
Giant Snapping Turtle
Int
In t 2 –4 –4 W
W ii s
s 12 +1 +1 Cha
Ch a 5 –3 –3 Jaws of Death
Senses Darkvision 60 ft., Passive Perception 11 Habitat: Coastal, Swamp; Treasure: None
Languages None
CR 3 (XP 700; PB +2)
Giant snapping turtles can grow to be 12 feet in diameter.
Although they appear slow and ponderous, they are capable
Traits
Tr of startling bursts of speed and will aggressively attack
smaller creatures that approach them. One snap of a giant
aits
Amphibious. The turtle can breathe air and water. turtle's jaws can cut a human in half, and these creatures
Stable. The turtle has Advantage on saving throws it aren't fussy about what they eat.
makes to avoid the Prone condition.
Actions
Ac tions
17 +3 +3 Dex
De x
MOD SAVE
13 +1 +1 Con
Co n
MOD SAVE
13 +1 +1
Salvation on Angel Wings
Int
In t 2 –4 –4 W
W ii s
s 12 +1 +1 Cha
Ch a 8 –1 –1 Habitat: Any; Treasure: Relics
Actions
Ac tions
Str
St r 19 +4 +4 Dex
De x 16 +3 +3 Con
Co n 16 +3 +3
Int
In t 5 –3 –3 W
W ii s
s 12 +1 +1 Cha
Ch a 6 –2 –2
Skills Perception +4
Immunities Lightning
Senses Darkvision 60 ft., Passive Perception 14
Languages Understands Draconic but can't speak
CR 6 (XP 2,300; PB +3)
Traits
Tr aits
Str
St r 11 +0 +0 Dex
De x 18 +4 +4 Con
Co n 14 +2 +2
Int
In t 11 +0 +0 W
W ii s
s 12 +1 +1 Cha
Ch a 14 +2 +2
Skills Deception +6, Insight +3
Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 11
Languages Common and one other language
CR 3 (XP 700; PB +2)
Traits
Tr aits
Actions
Ac tions Shadow kin are mysterious shapeshifters found throughout
Innistrad's history. Stories of doppelgangers, evil twins, and
Multiattack. The kin makes two Slam attacks. living reflections all trace their origins back to some form of
Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) shadow kin.
Bludgeoning damage.
Spellcasting. The kin casts one of the following spells,
requiring no spell components and using Charisma as
the spellcasting ability (spell save DC 12):
At Will: Detect Thoughts, Shapechange (Humanoid
form only, no Temporary Hit Points gained from
the spell, and no Concentration or Temporary Hit
Points required to maintain the spell), Speak with
Dead
nt
In
r
t
19 +4 +4
6 –2 –2
D
W
ex
De x
W ii s
s
9 –1 –1
10 +0 +0
Con
Co
Cha
Ch
n
a
18 +4 +4
5 –3 –3
Skaab
Resistances Bludgeoning, Piercing, Slashing
It's Alive
Immunities Lightning, Poison; Blinded, Deafened, and Habitat: Any; Treasure: Armaments, Implements
Stunned (Multiheaded only), Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned Skaberen, also called stitchers, are scientist-mages who
Senses Darkvision 60 ft., Passive Perception 10 create artificial forms of life. The true goal of a skaberen is to
Languages Understands the languages its creator create real life, an undertaking which usually produces a
knows but can't speak malformed “offspring” for the practitioner. This offspring is a
CR 5 (XP 1,800 or 2,300 if Armored or Multilimbed; skaab—a constructed zombie.
PB +3) Skaabs are assembled from disparate body parts and
animated through scientific means. Most skaabs are more or
Traits
Tr aits
less humanlike, but creative stitchers have crafted winged
Grafts. The skaab has one of the following skaabs similar to the drakes of other worlds, towering giant
enhancements (DM's choice): Armored, Multilimbed, skaabs, and unrecognizable horrors. Skaberen go through an
Multiheaded, or Winged. This choice affects other elaborate process to gather body parts, bind them together,
aspects of the stat block. infuse the stitched body with vital fluid, and plant a vital force
in its unliving flesh.
Immutable Form. The skaab can't shape-shift.
Skaab Grafts
Magic Resistance. The skaab has Advantage on saving 1d4 The skaab's body is...
throws against spells and other magical effects.
1 Armored
Actions
Ac tions
2 Multilimbed
Multiattack. The skaab makes two Slam attacks, or three
Slam attacks (Multilimbed only). 3 Multiheaded
4 Winged
Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4)
Bludgeoning damage.
Actions
Ac tions
Treefolk
Multiattack. The treefolk makes two attacks, using Willows of Wisdom
Crushing Vine or Nightshade Bolt in any combination.
Habitat: Forest; Treasure: Arcana
Crushing Vine. Melee Attack Roll: +10, reach 10 ft. Hit:
25 (3d12 + 6) Bludgeoning damage, and the target has The wise and ancient treefolk thrive in the depths of
the Grappled condition (escape DC 18). While Grappled, Innistrad's forests, especially in Kessig and the Ulvenwald.
the target has the Restrained condition. The treefolk has Many treefolk rival vampires in age. They serve as guardians
six vines, each of which can grapple one target. and shepherds of their wild groves, dispensing wisdom and
blessings to travelers who wander under their branches.
Nightshade Bolt. Ranged Attack Roll: +9, range 60 ft. Despite their peacefulness, they will viciously defend the
Hit: 33 (6d10) Poison damage. natural order and those who would do harm to the woods.
Spellcasting (Druid). The treefolk casts one of the
following spells, requiring no spell components and
using Wisdom as the spellcasting ability (spell save DC
17):
At Will: Detect Poison and Disease, Druidcraft,
Heroism
2/Day each: Enlarge/Reduce, Speak with Plants
1/Day: Commune with Nature (as an action)
Str
St r 16 +3 +3 Dex
De x 16 +3 +6 Con
Co n 16 +3 +3
Int
In t 11 +0 +0 W
W ii s
s 10 +0 +3 Cha
Ch a 12 +1 +1
Skills Perception +3, Stealth +6
Resistances Bludgeoning, Necrotic, Piercing, Slashing
Senses Darkvision 60 ft., Passive Perception 13
Languages The languages it knew in life
CR 5 (XP 1,800; PB +3)
Traits
Tr aits
Vampiric Glamer. The vampire is disguised by an illusion, Vampires are a hedonistic society that embodies indulgent
appearing as a beautiful human. The illusion can be seen desire, driven by the blood thirst gift of their fiendish
through by a creature who takes the Study action and heritage. The selfish and arrogant vampires view humans as
succeeds on a DC 20 Intelligence (Investigation) check. cattle in comparison to the elegance and sophistication of
vampire society. New inductees to this society are called
Actions
Ac neonates. They are those who have been given the
opportunity to undergo the blood ritual and become
tions
Multiattack. The vampire makes two Claw attacks. It can vampires. They are young, and will spend the next centuries
replace one of these attacks with a Bite attack. of their life amassing power. Elder vampires are the strongest
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3)
of their kind, and hold positions of power and privilege among
Slashing damage, and the target has the Grappled their bloodlines.
condition (escape DC 14). Vampiric Bloodlines
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d6 + 3) 1d4 Bloodline Elder Ability
Piercing damage plus 7 (2d6) Necrotic damage, and the
1 Falkenrath Flight
vampire regains Hit Points equal to the Necrotic damage
taken. 2 Markov Charm
Traits
Tr aits
Aura of Silence. The vampire radiates an aura of silence in a
Elder Magic. The vampire knows one of the following 5-foot Emanation until the start of its next turn. Each
abilities (DM's choice): Charm, Flight, Gorge, or creature in the Emanation has the Deafened condition, has
Shapechange. This choice affects other aspects of the stat Immunity to Thunder damage, and can't speak or cast spells
block. with a Verbal component.
Misty Escape (Shapechange Only). When the vampire drops Change Shape (Shapechange Only). The vampire casts
to 0 Hit Points, it drops to 1 Hit Point instead and casts Gaseous Form or Polymorph (Bat form only) on itself,
Gaseous Form on itself, using the same spellcasting ability in requiring no spell components and using Charisma as the
Change Shape. It can't do so again for 24 hours. spellcasting ability.
Regeneration. The vampire regains 20 Hit Points at the start Charm (Charm Only). The vampire casts Charm Person,
of its turn if it has at least 1 Hit Point. If the vampire takes requiring no spell components and using Charisma as the
Radiant damage, this trait doesn't function at the start of the spellcasting ability (spell save DC 17).
vampire's next turn.
Legendary
Le A
ctions
gendary Ac tions
Legendary Resistance (3/Day). If the vampire fails a saving Legendary Action Uses: 3. Immediately after another
throw, it can choose to succeed instead. creature's turn, the vampire can expend a use to take one of
Vampiric Glamer. The vampire obscures its true form with an the following actions. The vampire regains all expended uses
illusion that makes it appear as a beautiful human. The at the start of each of its turns.
illusion can be seen through by a creature who takes the Bloodthirsting Bite. The vampire uses Bite.
Study action and succeeds on a DC 20 Wisdom (Perception)
check. Prowl. The vampire moves up to half its Speed and makes
one Claw attack.
Actions
Ac tions
Str
St r 15 +2 +2 Dex
De x 13 +1 +1 Con
Co n 14 +2 +2
Int
In t 10 +0 +0 W
W ii s
s 11 +0 +0 Cha
Ch a 10 +0 +0
Skills Perception +4, Stealth +3
Gear Spear (3)
Senses Passive Perception 14
Languages Common
CR 3 (XP 700; PB +2)
Traits
Tr
Werewolf
Howl at the Moon
aits
Reactions
Re actions
1 Krallenhorde
Medium Humanoid (Human), Any Alignment Longsword. Melee Attack Roll: +9 (with Advantage if the
AC 16 Initiative +1 (11) target doesn't have all its Hit Points), reach 5 ft. Hit: 15
HP 170 (20d8 + 80) (2d10 + 4) Slashing damage.
Speed 30 ft. (Human only) or 40 ft. (Canid only)
Rend (Canid Only). Melee Attack Roll: +9 (with Advantage if
MOD SAVE MOD SAVE MOD SAVE
the target doesn't have all its Hit Points), reach 5 ft. Hit: 11
Str
St r 18 +4 +4 Dex
De x 18 +4 +9 Con
Co n 18 +4 +9 (2d6 + 4) Slashing damage plus 14 (4d6) Necrotic damage,
Int
In t 14 +2 +2 W
W ii s
s 16 +3 +3 Cha
Ch a 16 +3 +8 and the target has the Prone condition if it is Large or
Skills Perception +13, Stealth +9 smaller.
Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 23
Bonus
Bo nus Ac A
ctions
tions
Regeneration. The were regains 10 Hit Points at the start of The werewolf can take up to two Reactions per round but
its turn. If the werewolf takes damage from a Silvered only one per turn.
Weapon, this trait doesn't function at the start of the Retaliation. Trigger: The werewolf takes damage. Response:
werewolf's next turn. The werewolf dies only if it starts its The werewolf makes one Longsword or Rend attack.
turn with 0 Hit Points and doesn't regain Hit Points.
Prowl. Trigger: A creature the werewolf can see ends its turn
Actions
Ac tions within 5 feet of the werewolf. Response: The werewolf
Multiattack. The werewolf makes two Longsword or Rend moves up to half its Speed without provoking Opportunity
attacks. Attacks.
Tomb
To mb Ty T
yrant
rant
Gargantuan Undead, Unaligned
Medium Undead, Neutral Evil
AC 17 Initiative –4 (6)
AC 15 Initiative +3 (13) HP 227 (13d20 + 91)
HP 97 (13d8 + 39) Speed 20 ft.
Speed 30 ft. MOD SAVE MOD SAVE MOD SAVE
MOD SAVE MOD SAVE MOD SAVE Str
St r 28 +9 +12 D
Dex 3 ex –4 –4 Con
Co n 25 +7 +10
Str
St r 18 +4 +4 Dex
De x 10 +0 +0 Con
Co n 17 +3 +3 Int
In t 4 –3 –3 W
W ii s
s 10 +0 +0 Cha
Ch a 5 –3 –3
Int
In t 10 +0 +0 W
W ii s
s 6 –2 +1 Cha
Ch a 6 –2 –2
Immunities Poison; Exhaustion, Poisoned
Immunities Necrotic, Poison; Charmed, Exhaustion, Senses Darkvision 60 ft., Passive Perception 10
Frightened, Paralyzed, Poisoned Languages None
Senses Darkvision 60 ft., Passive Perception 8 CR 8 (XP 3,900; PB +3)
Languages The languages it knew in life
CR 5 (XP 1,800; PB +3) Traits
Tr aits
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