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Ravenloft Player's Compendium

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The Ravenloft Player's Compendium: 65 subclasses, plus feats, spells, lineages, and lore, from the author of the original Ravenloft Archetypeswhich Critical Role creator Matt Mercer praised as "Really grand content! Well thought out, well presented, and a fantastic supplement to any campaign... Highly recommended!" 

Bridging the lore of older D&D editions with the new take on the setting presented in Van Richten's Guide to Ravenloft, this is the only book a player needs to enter the Domains of Dread. 200 pages of custom content make this the ultimate player resource for Ravenloft campaigns. The Ravenloft Player's Compendium includes:

  • 65 new and unique subclasses, with 4 or more for each Player's Handbook class, plus 3 for the artificer and 2 for Matt Mercer's blood hunter class.
  • 3 new lineages, based on the rules in Van Richten's Guide to Ravenloft: gloom-touched, half-golems, and shades.
  • A spoiler-free guide to the Domains of Dread, specially designed for players, who can read about every domain with revealing their mysteries... or those of their darklords...
  • Feats designed for both native characters and those visiting from other worlds, encompassing all of Ravenloft's many modes of horror.
  • A whole lot of spells, with options for every spellcasting class.
  • A vision of the setting that allows the new 5E version of Ravenloft to interact seamlessly with the Land of Mists as presented in prior editions of the game. Introduces a campaign framework that allows you to combine the best of old and new to play in whatever version of Domains of Dread you want!

Van Richten's Guide offered DMs the secrets of Ravenloft. Now it's the players' turn to arm themselves with a tome that provides everything they need to face the deadly challenges of the Domains of Dread. Defy the darkness today with the Ravenloft Player's Compendium!

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Ravenloft Players Compedium Table of ContentsRavenloft Players Compedium Domain Gazetteer

Ravenloft Players Compedium Gloom-Touched Preview ImageRavenloft Players Compendium Oath of Blood Preview Image

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Reviews (2)
Discussions (9)
Customer avatar
George A July 14, 2023 10:23 am UTC
PURCHASER
I have a question on the tomb robber. Swift Defense: You flourish your weapon protectively, causing attack rolls against you to be made at disadvantage until the end of
your turn.
How is this more useful than the disengage action granted as a bonus action to rogues at level 2, given that it only lasts for your current turn, and it doesnt even automatically evade them just grants disadvantage.
Customer avatar
Gregory B August 06, 2021 12:06 pm UTC
PURCHASER
I love your work. I did notice a confusing discrepancy in the Way of the Sightless Strike. It says, "...you can spend 2 ki points to cast one of the following spells without using a spell slot or any components: you can spend 3 ki points to cast any of the following spells, without using a spell slot or any components..." Is it 2 or 3 ki points, or am I missing a subtlety? Thanks again.
Customer avatar
Garry J July 19, 2021 1:01 pm UTC
PURCHASER
The Ranger's Mooncaller Subclass mentions a "XXX of the Werebeast" spell at 17th level. Is it in this book because I can't find it in the spells section later on.
Customer avatar
Joshua S July 04, 2021 8:38 pm UTC
I’m completely new to Ravenloft and (D&D). I have the 5e Curse of Strahd and a few older modules that I’d love to play without buying older editions of Player’s Guide, DM Guide, etc. It sounds as if this book was written to help with converting older modules. Is it compatible with any/all older Ravenloft titles?
Customer avatar
Zackery P June 20, 2021 9:25 am UTC
Customer avatar
Rob T June 10, 2021 4:45 pm UTC
I think this would make a fantastic product for the Fantasy Grounds Virtual Tabletop. If you search my name (Rob Twohy) here on DMs Guild you can see we've done this over 400 times. We offer this service at NO COST. It will be more exposure for your product and a new audience as well. Feel free to contact me in Facebook Messenger (http://m.me/rob.twohy.7) and I will explain how it all works.

ThanX for your consideration.
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Customer avatar
Jeremy F June 22, 2021 6:02 pm UTC
CREATOR
Hey Rob, thanks for reaching out, but there was already an FG version in the works before this comment was posted. Maybe we could work together on some of my other stuff?
Customer avatar
Alexadner M May 28, 2021 11:12 am UTC
PURCHASER
Couple errors (not a complaint, love the book, just thought I'd point them out in case you wanted to fix them). The second bloodhunter subclass isn't on the table of contents, and the pact of the gloom says "when you roll a Dexterity (Stealth) check, you can substitute your Charisma modifier for your Dexterity modifier" which I assume that Charisma and Dexterity are supposed to be the other way round (i.e. you sub Dexterity for Charisma not Charisma for Dexterity).
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Customer avatar
Jeremy F June 22, 2021 6:01 pm UTC
CREATOR
Thanks for giving the book a thorough read. The ToC definitely needs an update.
Customer avatar
Thomas W May 21, 2021 11:42 am UTC
PURCHASER
How much of the material previously appeared in your previous releases and how much is original? I already purchased the Ravenloft archetypes, Forgotten Realms/Icewind Dale Heroes, and Alchemical Archetypes pdfs, so I'm not sure if I can justify spending another $15 if a lot of the material is reprinted.
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Customer avatar
Jeremy F May 24, 2021 7:03 pm UTC
CREATOR
This is a good question, and I am glad you asked. To be clear, there is not a lot directluy reprinted, but the majority of the subclasses have been extensively *revised*, based on playtesting and customer feedback. The desire to improve on my old subclasses was a big part of the impetus for this project. For example, the Ravenloft Archetypes series you mention were written and released 5 years ago (!), and I have learned a lot more about game design since then. Also, the gazetteer of Domains of Dread is greatly expanded.

However, if you would like a discount, I can suggest some avenues for that. One is signing up for my mailing list by copying and pasting this URL into your browser: tinyurl.com/jf-rpg -- I will be emailing out a discount code this week.

Another is that, if you wait a bit, in the coming weeks I will be putting together a bundle with this and some of the older titles you mention. If you purchase that bundle, you will get an effective discount on this product based on the...See more
Customer avatar
Michael S May 19, 2021 4:18 pm UTC
PURCHASER
I've got a question about something I just noticed in the book: The Haunted feat states that directing the spirit requires no action, but in its stat block, it takes a bonus action to have it make an attack or cast one of its spells. It also takes its turns after yours, so you can't spend your bonus action directing this thing to attack when it's not your turn. So which of these action requirements is correct? Does it take a bonus action to direct the spirit, or no actions?
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Customer avatar
Jeremy F May 20, 2021 3:20 am UTC
CREATOR
Thanks for the question. The general intention is that the spirit does whatever you want it to do, without you having to use any kind of action. However, if what you want it to do is attack or cast a spell, those are the only two things where telling it what to do does use your bonus action-- the compexities of an evolving battlefield require a little more attention to communication to get the spirit to do what you want it to do.

You use your bonus action to direct the spirit to attack or cast during your turn, but then it doesn't do so until its own turn. Since their turn comes right after yours, generally the easiest way to do it to just wait until the end of your turn to decide if you want the spirit to take one of those actions, and then it immediately does so on its turn that follows right after. But obviously, if you've already used your bonus action that turn, you can't have the spirit attack or cast.

Let me know if that helps!
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Customer avatar
Michael S May 20, 2021 3:40 am UTC
PURCHASER
It's definitely helpful, but a bit stifling on the action-economy front. So what levels are the spells that the feat and spirit meant to be at? Unless I missed something, I don't think it's explained.
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Customer avatar
Jeremy F May 20, 2021 11:20 am UTC
CREATOR
Unless the rules specify otherwise, the general rule is that a spell is cast at its default level (in this case, 1st level).
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File Last Updated:
September 04, 2021
This title was added to our catalog on May 18, 2021.