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Dying in Barovia

When a PC dies in Barovia, it is not necessarily the end. For the purpose of torturing Strahd (and amusing themselves, and allowing for some slack in this difficult campaign), the powers that govern Barovia will allow an adventurer to return to life...for a price.  

Roll Consequence

  1. Nothing! How lucky...
  2. Flaw: Taste is dulled, and you can no longer enjoy food or drink.
  3. Trait: You must roll a Wisdom save every time you see a creature similar to the one that killed you, or become Frightened.
  4. Bond: You lose all memories of one important person from your past.
  5. Trait: Combat causes you paralyzing fear. You have Disadvantage on all Initiative rolls.
  6. Penalty: All animals fear and avoid you (-10 to Animal Handling)
  7. Flaw: The dead are jealous of your escape. You see and hear ghosts around you constantly, always angry and reaching for you.
  8. Flaw: Religion is a lie. There is no god and no afterlife. You get violently angry at those who say otherwise.
  9. Trait: The darkness of the eternal beyond still haunts you. You become unnerved in the dark, and your darkvision is reduced to 20 ft.
  10. Penalty: Your mind comes back missing knowledge once familiar to you. Lose a random proficiency.
  11. Trait: You are technically Undead. Unintelligent undead will no longer attack you, but you are now affected by Turn Undead, and may suffer other effects at the DM's discretion. You suffer no other ill effects.
  12. Trait: Part of you still resided in the land of the dead every night, in your dreams, you go back there. When taking a long rest roll 1d10. On a 1, you wake up screaming and only get the benefits of a short rest.
  13. Trait: The nature of your character's soul has become muddied a little after spending time with the souls of many others in the spirit realm. As such, it reacts positively to any detection of aura - good, evil, magic, undead, etc. Anything that someone or something is trying to find via magical means will find it in your character's soul.
  14. Trait: Your eyes were not fully restored. You have empty sockets in your skull, and you are blind. No magic short of a wish spell is able to restore your vision. Passive Perception is halved.
  15. Trait: Your soul now has a strong pull towards death. Whenever a sentient creature dies near you, your soul tries to go with it. You take 1d4 temporary Wisdom damage upon witnessing the death of a creature, and you recover one point every hour.
  16. Flaw: You have no reflection, to yourself or to anyone else.
  17. Flaw: Your soul is returned, but your body continues to decay. This is not obvious at first, but becomes more and more clear over time. Once the transformation is complete, you suffer a permanent -5 to Charisma. You suffer no other ill physical effects (you are still able to wield a weapon.)
  18. Trait: Everybody not within view of your death and resurrection forgets your existence and achievements before you died and treats you as someone they never knew or heard of.
  19. Flaw: Music to you sounds like a painful screeching, which not only causes you pain, but great fear.
  20. Flaw: The wound that killed you itches. No healing magic or salve makes it go away. Sometimes you scratch and scratch until it bleeds.