Vistana

Vistani Curses: A Vistana, regardless of age, can use an action to utter a curse. The curse targets another creature within 30 feet that the Vistana can see. The Vistana can't utter another such curse before finishing a long rest. The curse is a repayment for an injustice or a slight.   The target must succeed on a Wisdom saving DC is 8 + the Vistana's proficiency bonus+ the Vistana's Charisma modifier or become cursed. The curse lasts until ended with a removecurse spell, a greater restoration spell, or similar magic. It doesn't end when the target dies. If a cursed target is returned to life, the curse remains in effect.   When the curse ends, the Vistana suffers a harmful psychic backlash. The amount of this psychic damage depends on the severity of the curse that was invoked. The Vistana chooses the curse's effect from the options that follow; other Vistani curses are possible. All such effects deal psychic damage to the Vistani who uttered them when they end:    
  1. The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writ­ing, playing an instrument, sewing, or casting spells that have somatic components. When this curse ends, the Vistana takes ld6 psychic damage.
  2. The target's appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target's face, turn the target's teeth into yellow fangs, or give the target bad breath. When this curse ends, the Vistana it takes ld6 psychic damage.
  3. The target gains vulnerability to a damage type of the Vistana's choice. When this curse ends, the Vistana takes 3d6 psychic damage.
  4. The target has disadvantage on ability checks and saving throws tied to one ability score of the Vistana's choice. When this curse ends, the Vistana takes 3d6 psychic damage.
  5. The target's attunement to one magic item (chosen by the DM) ends, and the target can't attune to the cho­sen item until the curse ends. When this curse ends, the Vistana takes Sd6 psychic damage.
  6. The target is blinded, deafened, or both. When this curse ends, the Vistana takes 5d6 psychic damage.
 

Evil Eye:

  • As an action, a Vistana can target a creature within 10 feet that the Vistana can see. This magical ability, which the Vistani call the Evil Eye, duplicates the duration and effect of the animal friendship, charm person, or hold person spell (Vistana's choice), but requires neither so­matic nor material components.
  • The spell save DC is 8 + the caster's proficiency bonus+ the caster's Charisma modifier. If the target succeeds on the save, the Vistana is blinded until the end of the Vistana's next turn. A Vistana who uses Evil Eye can't use it again before finishing a short or long rest. Once a target succeeds on a saving throw against a Vistana's Evil Eye, it is immune to the Evil Eye of all Vistani for 24 hours
  • Culture

    Culture and cultural heritage

  • Vistani are silversmiths, coppersmiths, haberdashers, cooks, weavers, musicians, entertainers, storytellers, toolmakers, and horse traders. They also earn money by telling fortunes and selling information. They spend whatever they earn to support a lavish lifestyle, display their wealth openly as a sign of prosperity, and share their good fortune with family and friends.
  • Each family or clan of Vistani is its own little gerontocracy, with the oldest member ruling the roost. This elder carries the bulk of the responsibility for enforcing traditions, settling disputes, setting the course for the group's travels, and preserving the Vistani way of life. Vistani elders make all the important decisions, but whether by choice or because of their age, tend to speak in cryptic, flowing riddles.
  • Vistani families and clans are closely knit. They resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Although they can seem lazy and irresponsible to outsiders, the Vistani are serious people, quick to act when their lives or traditions are threatened. They are merciless when they believe they must be. Vistani who knowingly bring harm or misfortune to others of their kind are banished – the worst punishment a Vistani can imagine, even worse than death.
  • Common Myths and Legends

    Strahd Von Zarovich 

    1. Strahd comes from a royal bloodline. He died centuries ago yet endures as one of the undead, feasting on the blood of the living. Barovians refer to him as "the devil Strahd."
    2. Strahd has taken many consorts, but he has known only one true love: a Barovian peasant girl named Tatyana.
    3. Strahd named his castle, Ravenloft, after his beloved mother, Queen Ravenovia. Strangers aren't welcome at the castle without an invitation.

    The Domain of Barovia 

    1. Strahd conquered this land centuries ago and named it after his father, King Barov. Strahd uses wolves, bats, and other creatures to spy on all of his realm.
    2. Barovians are simple, frightened people. Some have old souls, but many do not. The soulless ones are easy to spot, for they know nothing but fear. They have no charm, hope, or spark, and they don't cry.
    3. The Old Svalich Road passes through Strahd's domain. Three settlements lie on the road like beads on a string: The Village of Krezk to the west, the Town of Vallaki in the heart of the valley, and Barovia Proper to the east. Strahd has spies in each settlement.
    4. There's an Old Windmill on the road between Barovia Proper and the Town of Vallaki. It should be avoided at all costs! There resides old, powerful Hags that shouldn't be trifled with!!
    5. It is wise to stick to the road. Wild druids, wayward ghosts, and packs of wolves and werewolves haunt the Svalich Woods.

    Beliefs and Superstitions:

    1. The souls of those who die in Ravenloft can't escape to the afterlife. They are forever prisoners in the dark domain.
    2. Some Vistani women are blessed with prescience. Of all the great Vistani fortune-tellers, none compares to Madam Eva. If knowledge of the future is what you seek, Madam Eva will tell you your fate.
    3. A prescient Vistana can't see her own future or the future of another Vistana. It is the burden of the Vistani's great gift that their own fates can't be divined.
    4.  Vistani curses are potent, but they are invoked with great caution. Vistani know that to curse one who is undeserving of such punishment can have grave consequences for the one who utters such a curse.
    5. Ravens carry lost souls within them, so killing one is bad luck.

    Vistani In Barovia:

       
    1. Vistani Sisters
    2. Arrigal
    3. Radu Radovich
    4. Madam Eva
    5. Arabelle
    6. Luvash 

    Vistani Slang

    1. Blood Rite – A mingling of blood, spiritually joining two people. When a giorgio is invited to join in the blood rite, he becomes a giogoto.
    2. Captain – The male leader of a caravan.
    3. Dukkar – An abomination prophesied to bring doom to all the Vistani Tasques.
    4. Doroq – The ritualistic telling of stories and legends around the campfire.
    5. Fulltide – The three days during which the moon is full.
    6. Giorgio – Any non-Vistana.
    7. Giogoto – A nonmember Vistana who is considered a friend or ally.
    8. Giomorgo – Half-Vistani.
    9. Koorah – A Vistani phrase meaning utterly true.
    10. Lunaset – A ritual that begins at midnight on the third and last day of the full moon.
    11. Patterna – A Vistani dialect, made of words borrowed from many languages.
    12. Prastona – The girl or woman who dances the prastonata.
    13. Prastonata – The traditional evening dance around the campfire.
    14. Raunie – The female leader of the caravan.
    15. Tasque – A nation of Vistani, which is made up of several tribes, which are in turn divided into caravans.
    16. Vardo – A Vistani, round-topped wagon.
    17. Vishnadd – Justice. The vishnadd is actually an obsidian knife, which is a central figure to the Vistani system of justice.
    18. Vistana – The singular form of Vistani.
    Related Organizations

    Articles under Vistana