D&D 5E - Curse of Strahd death options (2024)

Here's what I've done...

Right, this is what I've made (by made I mean I copy and pasted the 'old ones' stuff from 'A guide to curse of strahd', the expanded dark gift table and made a 'death table' using inspiration (flat out stealing ideas) from the DM God AKA Chris Perkins)

What do you think?:

Random Death occurrences
Roll d4 – Meeting (1) or resurrected automatically with a curse (2) or Dead (3) or resurrected (4)
Meeting table
In an amber coloured room the character is confronted by twenty shadowy wisps, three of which are larger than the others – Roll d20 to see which talks to player. Give a note to player with a ‘bargain’ for their life – bargain should be something similar to their gift but weaker.
•If the player accepts they are revived with the agreed bargain and obviously some downside.
•If the player declines the offer then roll on the death table.

1)Fekre, Queen of Poxes: Gift = Contagion three times. Character reeks of filth.
2)Zrin-Hala, the Howling Storm: Gift = Cast lightning bolt three times. One side of the character's face sags and loses all feeling.
3) Sykane, the Soul Hungerer: Gift = Raise dead three times. The character's eyes glow sickly yellow and they expect to be paid if they help someone.
4)Savnoke the Inscrutable: Gift = Mind blank three times. Character's eyes melt but they can still see.
5) Tarakamedes the Grave Wyrm: The character grows skeletal wings and a fly speed of 50. This character must eat one pound of bones or grave dirt each day or die.
6)Shami Amourae, the Lady of Delights: Gift = Suggestion three times. Character gains an extra finger on each hand and can't get enough pleasure.
7) Driznash, the Nine-Eyed Spider: Gift = Permanent spider climb ability. Character grows an extra eye which is blind and always open.
8) Dahlver-Nar, He of the Many Teeth: Gift = When slain the character instantly reincarnates (three times total). The character loses all of their teeth.
9) Zantras the Kingmaker: Gift = +4 to Charisma! Character won't take no for an answer.
10) Delban, the Star of Ice and Hate: Gift = Cone of cold 7 times. Character is terrified of fire.
11) Khirad, the Star of Secrets: Gift = Scry three times. Character's voice becomes a low whisper.
12)Yrrga, the Eye of Shadow: Gift = Truesight for one month. Character's eyes become starry voids and believes that all life is pointless.
13) Great Taar Haak, the Five-Headed Destroyer: Gift = Fire giant strength for 10 days. Character likes to bully others.
14) Yog the Invincible: Gift = +30 hit points for 10 days. Oily black fur covers the character's face and body.
15) Norganas, the Finger of Oblivion: Gift = Finger of death three times. Character's blood becomes like black tar.
16) Vaund the Evasive: Gift = powers of ring of evasion and amulet of proof against detection for 10 days. Character becomes twitchy and won't give straight answers.
17) Seriach the Hell Hound Whisperer: Gift = power to summon and control 2 hell hounds one time. Character knows the Infernal language.
18)The Vampyr (big shadow): Evil creatures become vampires. The character becomes an NPC.
19)Tenebrous (big shadow): Gift = Evil creatures gain the knowledge of how to become a lich. This is the sarcophagus that Exethanter the lich touched.
20) Zhudun, the Corpse Star (big shadow): Gift = Bring a dead creature to life one time. The character looks like a corpse.

Curse Table (Roll d20 when a character is resurrected)

1) The character’s eyes melt away, leaving empty sockets. He or she has disadvantage on Charisma (Persuasion) checks, but gains blindsight out to a range of 60 feet. The character is blind beyond this distance.
2) The character develops gills. He or she can breathe underwater, but has disadvantage on Constitution saving throws when not fully submerged.
3) The character’s skin is cold and clammy to the touch. The character gains resistance to cold damage and vulnerability to fire damage.
4)At night, the character can spend 1 hit die to move through solid objects as though they were difficult terrain. A character who ends his or her turn inside an object takes 5 (1d10) force damage. The character counts as an undead creature for the purpose of spells and effects (such as turn undead).
5)The character's tongue forks like that of a serpent. The character cannot speak the truth. Lying comes naturally, granting the character advantage to all Charisma (Deception) checks, but imposing disadvantage to all Charisma (Persuasion) and Charisma (Intimidation) rolls.
6)Countless insects have taken residence in the character’s ears, imposing disadvantage to Wisdom (Perception) checks that rely on hearing. As an action, the character can pull an insect from their ear, which can be consumed by any character to restore 1 hit point. A character can only benefit from eating one of these insects once per long rest (eating additional insects provides no benefit, and instead sickens the character).
7)The character develops a bestial awareness, granting the character keen sight advantage on Wisdom (Perception) checks that rely on sight and hearing. Animals (wild and domestic) are threatened by the character, and consider him or her hostile and predatory. The character suffers disadvantage on all Wisdom (Handle Animal) rolls.
8)The character awakens with a parched feeling in their throat, and their face has lost any semblance of a mouth. The character no longer needs to eat or drink and gains the ability to communicate telepathically with any creature within 30 feet with whom they share a language, but otherwise cannot speak.
9)The character grows an additional face on the back of their head. At inopportune times it begins to argue with the character, giving him or her disadvantage on Wisdom (Persuasion) and Dexterity (Stealth) checks. While the second face is uncovered the character cannot be surprised, except when incapacitated.
10)The character awakens with a hunched back. This condition gives the character advantage on Charisma (Intimidation) rolls, but disadvantage on Dexterity (Acrobatics) checks and Dexterity saving throws.
11)The character’s lungs burn as if from acute smoke inhalation, and the character exhales wisps of smoke with every breath. The character suffers disadvantage to all Dexterity (Stealth) checks due to a constant, irritating cough brought on by this affliction. As an action, the character may cough up a billowing cloud of foul-smelling smog in a 10 ft. radius. This smog heavily obscures the area, and dissipates after 1 minute (or 1 round in a moderate wind). Once this ability has been used, the character must finish a short or long rest before it can be used again.
12)The character's body emits a putrid odor that smells of heavy spices, mixed with an undertone of rot. The character gains resistance to poison damage, but emits an involuntary cloud of stench whenever they are hit by a melee attack. Any creature within 5 feet of the character must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the character’s stench for 24 hours.
13)The character’s hand of choice erupts with searing pain (which quickly fades to a dull throb), as a network of jagged, recently-healed wounds appears from wrist to elbow. As a bonus action, you can flex the muscles of your scarred limb causing the wounds to tear open and shed bright light in a 20-foot radius and dim light for an additional 20 feet for 1 hour. While shedding light, the character’s arm is wracked with lancing pain making it impossible to hold or manipulate objects with the injured limb. The character must finish a short or long rest before it can be used again.
14)The character’s feet change to resemble those of a giant ape. Due to this change, the character is unable to wear footwear. The character’s speed is reduced by 10 ft., but they now ignore difficult terrain while their feet are bare.
15) The character hears whispers from an unseen malevolent source, which taunts the character with truth, mistruth, and horrors beyond reason. One per long rest the character can listen to the voices. Doing so gains them the benefits of an augury spell.
16)Itchy, cankerous boils and cysts erupt over the character’s body. These sores are a constant distraction, and impose disadvantage on Wisdom (Perception) checks. When subject to an attack that deals acid damage, the fluid in a few of the cysts drains away, granting resistance to the attack.
17)The character's nose lengthens and becomes pointed. The constant flow of mucus and sniffling to keep the snot from dripping to the floor causes the character to suffer disadvantage on all Wisdom (Investigation) checks, and grants advantage on saving throws versus inhaled poisons.
18)The character’s hands become icy cold and take on a sickly grey complexion. The character’s unarmed attacks now deal cold damage in addition to any other damage types. Additionally, their hands are nearly numb with cold; as a result, they suffer disadvantage on Dexterity checks that rely on the use of their hands.
19)The character’s face lengthens and contorts into a wolflike muzzle and the bones in their legs elongate into powerful, canine limbs. While this increases the character’s speed by 10 ft., the character is often mistaken for a werewolf unless they take special care to conceal their deformities through use of a disguise kit, or the target of a disguise self spell.
20)The character grows a thick coat of scraggy wolf-like fur, which grants them advantage on Constitution saving throws made to resist the effects of cold weather. They also gain resistance to bludgeoning damage from nonmagical weapons that are not made of silver. Unfortunately, the character also develops a painful allergy and mental aversion to silver, which causes them to break out in blistering rashes on contact. When exposed to silver or in base physical contact with silver, the character suffers disadvantage on all attack rolls and Dexterity checks for 1 minute.

Death Table (roll d6 – Odd rolls mean the character is dead and its soul has drifted into the mists)

2)The character is dead; their soul floats unseen above their corpse. The character now gains the following features: insubstantial, cannot take damage of any kind, movement speed of 20ft (4sq) and can attempt possession 1/day (DC 13 Charisma saving throw or be possessed)
4)The character wakes up in an unknown place surrounded by fog. There are moaning and crying noises in the distance but you cannot see their source. (character is dead to rest of the party)
6)A character becomes an undead version of what they where (option a. for good/neutral characters and option b. for evil)
a.The character’s skin turns to a cold bluish/grey hue, they are aware that they have died and come back seeking revenge on those that have caused evil to befall the land. The character has only one year to exact revenge. When its adversary dies, or if the revenant fails to kill its adversary before its time runs out, it crumbles to dust and its soul fades into the mists. The character gains the following attributes:
i.Divine justice – the character can sense evil as if the detect good/evil spell is constantly on. If the character’s body is destroyed, its soul flies forth to seek out a new corpse in which to resume its hunt.
ii.Undead Nature – The character no longer requires air, food, drink, or sleep.
iii.Damage Resistances – necrotic, psychic
iv.Damage Immunities – Poison
v.Condition Immunities – Charmed, exhaustion, frightened, paralyzed, poisoned, stunned
vi.Turn Immunity – The character is immune to effects that turn undead
vii.Regeneration. The character regains 10 hit points at the start of its turn. If the character takes fire or radiant damage, this trait doesn't function at the start of the character's next turn. The character's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.

b.The character’s skin and hair turns stark white and their eyelids open to reveal glowing red eyes. They are aware that they have died and feel an intense hunger to consume the life of others. The character retains all knowledge from before the transformation and retain their autonomy but must consume at least one life per day or crumble into dust. The character gains the following attributes:
i.Shadow of the Grave - Humanoids slain by the character can rise as zombies under its control (Max 2).
ii.Undead Nature - The character doesn't require air, food, drink, or sleep.
iii.Sunlight Sensitivity - While in sunlight, the character has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
iv.Damage Resistances - necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
v.Damage Immunities - poison
vi.Condition Immunities - exhaustion, poisoned
vii.Life Drain. Once per turn when the character hits with a melee attack they can use a bonus action to ‘life drain’. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the character's control, unless the humanoid is restored to life or its body is destroyed. The character can have no more than two zombies under its control at one time.

D&D 5E - Curse of Strahd death options (2024)
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