# Dark Powers Checks for Curse of Strahd
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These rules are meant to be used with [Matt Mercer's Corruption Rules](http://www.dmsguild.com/product/230784/Corruption-Rules) (free on DM's guild). I will not re-produce them here, but they will be referenced. The tables for Dark Powers Checks are directly converted from the [2nd Edition Domains of Dread handbook](http://voltor.narod.ru/dod/dod07001.htm). Descriptions of the evil acts referenced in the charts can be found there. They are also not reproduced here.
## Conversion of Tables
The corruption rules include a table of Wisdom saving throw DCs by proximity to the source of the corruption. For Dark Powers Checks, proximities to the source of the corruption are replaced with categories of Easy, Medium, and Hard as noted below.
##### Corruption Tiers Conversion
| Original | Converted |
|:----:|:-------------|
| Within 5 miles | Easy |
| Within 1 mile | Medium |
| Within 500 feet | Hard |
## Using Dark Powers Check Tables
The tables below reference examples of evil acts that a character might peform. Each entry in the table states the difficulty tier of the Wisdom saving throw and the number of corruption points conferred upon the character upon failing that saving throw. The consequences of corruption should remain as they are in the corruption rules.
For the purposes of laying curses in fifth edition, the original rules from Domains of Dread have not been converted. However, Vistani curses certainly qualify, as do spells such as Geas, Feeblemind, certain uses of Wish, and similar spells of negative and permanent or semi-permanent natures. Ultimately, the Dungeon Master decides what qualifies as a curse.
##### Recommended Powers Checks
| Crimes or Acts of Violence. | Evil NPCs or Monsters. | Neutral NPCs or Strangers. |Good NPCs or Friends.|PCs, Family, or Innocents.|
|:----:|:----:|:----:|:----:|:----:
|Assault, Unprovoked | - |Easy, 1|Easy, 1|Easy, 1
|Assault, Grievous| Easy, 1 |Easy, 1 |Easy, 1 |Medium, 2 |
|Betrayal, Major |Easy, 1 |Easy, 1 |Medium, 2 |Medium, 2
|Betrayal, Minor |- |Easy, 1 |Easy, 1 |Medium, 2
|Extortion |- |Easy, 1 |Easy, 1 |Medium, 2
|Lying |- |- |- |Easy, 1
|Murder, Brutal |Easy, 1 |Medium, 2 |Hard,3 |+
|Murder, Premeditated or Nonbrutal |Easy, 1 |Easy, 1 |Medium, 2 |Hard, 3
|Theft, Grave Robbing |- |Easy, 1 |Medium, 2 |Medium, 2
|Theft, Major |- |Easy, 1 |Easy, 1 |Medium, 2
|Theft, Minor |- |- |Easy, 1 |Medium, 2
|Threats of Violence |- |- |Easy, 1 |Easy, 1
|Torture, Routine |Easy, 1 |Medium, 2 |+ |+
|Torture, Sadistic |Hard, 3 |+ |+ |+
##### Recommended Powers Checks
| Unholy Acts. | Evil Faith. | Neutral Faith. |Good Faith.|Own Faith.|
|:----:|:----:|:----:|:----:|:----:
|Breaking a Tenet | - |Easy, 1|Easy, 1|Medium 2
|Breaking an Oath |- |Easy, 1 |Medium, 2 |Hard, 3 |
|Breaking a Vow |- |Easy, 1 |Hard, 3 |+ |
|Defilement |- |Easy, 1 |Medium, 2 |+ |
|Desecration |- |Medium, 2 |+ |+ |
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##### Recommended Powers Checks
| Laying a Curse. | Embarrassing. | Frustrating. |Troublesome.|Dangerous.|Lethal |
|:----:|:----:|:----:|:----:|:----:|:----:|
|Highly Justified |- |Easy, 1 |Easy, 1 |Easy, 1 |Medium, 2 |
|Justified |Easy, 1 |Easy, 1 |Easy, 1 |Medium, 2 |Hard, 4 |
|Unjustified |Easy, 1 |Easy, 1 |Medium, 2 |Hard, 4 |Hard, 5 |
+Corruption save automatically failed, conferring 5 points of corruption
-No corruption save required
### Removing Corruption
As in the original corruption rules, Lesser Restoration and Greater Restoration can remove corruption points. However, Lesser Restoration requires a DC 15 ability check with the caster's spellcasting ability and attempting to remove corruption in this way can only be attempted once per long rest. Greater Restoration can remove corruption points without this ability check.
## Conferring Dark Gifts
Moderate and severe corruption runs the risk of attracting special interest from the Dark Powers of Ravenloft. On the third day of a character having moderate or severe corruption, and on every third day thereafter, roll a d4. If the character has moderate corruption, a roll of four will cause the dark powers to appear to the character as described in the next section to offer them a dark gift. If accepted, the character will have all points of corruption removed, and recieve the gift with all of its consequences. The same encounter will be triggered by a 3 or 4 for a character with severe corruption.
If a character reaches the dead/insane level of corruption, they immediately fall unconscious, triggering an encounter with the dark powers, offering them a dark gift. Dark gifts from maximum corruption offer an interesting opportunity for forced choice since maximum corruption yields death or insanity for the character. Accepting the dark gift will cure their corrupted state, but offers drawbacks of its own.
A particularly devious Dungeon Master might choose not to offer the dark gift, but automatically confer it. Dark gifts are noted in the module as only being conferred upon a character choosing them freely, but the choice to do evil might be interpreted as this choice being made in advance.
A kind Dungeon Master may choose to skip the saving throw and potential alignment change except in cases where the character drops unconscious from maximum corruption. Such a high level of corruption indicates flagrant and egregious acts of evil, and the consequences of such evil are enforced strictly by the dark powers of Ravenloft.
### Roleplaying Dark Gift Acquisition
The roleplaying method by which the character recieves the dark gift is ultimately up to the Dungeon Master, but the suggested method is to have the dark power(s) appear to them in a dream during a long rest, potentially as a dark smoky figure wreathed in shadow, a figure made of mist, or as an omnipresent voice emanating from the mists. A similar encounter should also happen if a character falls unconscious from reaching the maximum level of corruption.
### Random Dark Gifts
The table below can be used to choose a dark gift to confer upon a character. Three of the dark gifts from the Curse of Strahd module have not been included in this table due to their potential consequences to the campaign. The secrets of lichdom and vampirism as well as the ability to bring anyone back from the dead, no matter how long they have been dead should be reserved for a character who has gone through the harrowing experience of exploring the Amber Temple and chosen them freely.
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##### Random Dark Gifts
| 1d8+1d10 | Dark Gift | Page Number
|:----:|:-------------:|:-------------:
| 2 | Dark Gift of Zantras, the Kingmaker | 192
| 3 | Dark Gift of Tarakamedes, the Grave Wyrm|192|
| 4 | Dark Gift of Taar Haak, the Five Headed Destroyer | 193
| 5 | The Dark Gift of Yog the Invincible | 193
| 6 | Dark Gift of Savnok the Inscrutible |192|
| 7 | Dark Gift of Khirad, the Star of Secrets | 193
| 8 | Dark Gift of Fekre, Queen of Poxes | 191 |
| 9 | Dark Gift of Zrin-Hala, the Howling Storm |192|
| 10 | Dark Gift of Shami-Amourae, the Lady of Delights |192|
| 11 | Dark Gift of Delban, the Star of Ice and Hate | 193
| 12 | The Dark Gift of Norganas, the Finger of Oblivion | 193
| 13 | The Dark Gift of Seriach, the Hell Hound Whisperer | 193
| 14 | The Dark Gift of Yrrga, the Eye of Shadows | 193
| 15 | The Dark Gift of Vaund the Evasive | 193
| 16 | Dark Gift of Drizlash, the Nine-Eyed Spider | 192
| 17 | Dark Gift of Dahlver-Nar, He of the Many Teeth | 192
| 18 | Dark Gift of Sykane, the Soul Hungerer | 192
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