Darkest Dungeons (& Dragons) Eldritch things have flooded the land. Bringing their madness from their cursed realm. The Sword Coast is in ruin and the rest of the world will soon follow, but there is still hope, blind as it may be. This is a supplement for D&D 5e that is based off Red Hook Studios' game "Darkest Dungeon." Stress The horrors of the abyss bring nothing but madness and death. The death part is easy but let's talk about the madness. Characters will now have a stress number which they will have to manage when facing the coming horrors. Whenever something says a player take stress damage, add the appropriate amount to your stress number. Once their stress reaches 100, their resolve will be tested and they will have to roll on the following table to decide if they receive an affliction or a virtue. After their stress reaches 200, they die of a heart attack. Afflictions are removed after doing any stress relieving activity in a settlement, and virtues are removed after a long rest. Test Your Resolve d20 Result 15 or lower Affliction 16 or higher Virtue After you've determined if they receive an affliction or a virtue roll one the appropriate table to determine what effect they gain. Affliction d8 Effect 1 Paranoid 2 Selfish 3 Irrational 4 Fearful 5 Hopeless 6 Abusive 7 Masochistic 8 Re-roll Virtue d6 Effect 1 Powerful 2 Courageous 3 Stalwart 4 Vigorous 5 Focused 6 Re-roll Paranoid "The walls close in; the shadows whisper of conspiracy." While a player is afflicted with paranoia they have the following debuffs and must roll on the following table at the beginning of each of their turns. Status Changes -1 to all constitution saving throws, -1 to damage rolls, and +1 to AC 1d12 Effect 1-5 Nothing happens 6 The next time the player makes an attack or casts a spell before the beginning of their next turn, they will instead make a random attack or spell with a random enemy as the target. 7 The next time the player is targeted by a spell that requires them to be willing until the start of their next turn, they automatically decline. 8 The player becomes afraid of a random friendly character until the end of their turn. 9 They use a bonus action to complain, dealing 1d10+3 stress damage to any friendly characters that can hear him. 10 The next time a friendly character moves within 5ft of the afflicted player before the start of their next turn, they make a reaction to make a melee weapon attack. 11 The next time a friendly character makes an attack or casts a spell before the beginning of the afflicted player's next turn, the player uses their reaction to insult the target, dealing 1d10+5 stress damage to them. 12 The next time a friendly character is hit with an attack before the beginning of the start of the afflicted player's next turn, the afflicted player insults the target, dealing 1d12+2 stress damage to them.

Selfish While a player is afflicted with selfishness they have the following debuffs and must roll on the following table at the beginning of each of their turns. Status Changes -1 to all constitution saving throws, -1 to attack and damage rolls, and +1 to AC. 1d8 Effect 1-4 Nothing happens. 8th They use a bonus action to complain, dealing 1d10+3 stress damage to any friendly characters that can hear him. 5 The afflicted run towards the nearest visible enemy, yelling about glory. 6 They pass their turn, commenting that they've done enough. 7 The next time they make an attack roll before the end of their turn, they either brag or complain depending on if they hit or miss, either way all other friendly characters take 1d10+3 stress damage. 8 The next time a friendly character casts a spell or uses an ability on a friendly character other than the afflicted player before the start of their next turn, the player insults the other characters, dealing 1d10+2 stress damage to all friendly characters. Irrational While a player is afflicted with irrationality they have the following debuffs and must roll on the following table at the beginning of each of their turns. Status Changes -1 to all constitution saves, -1 to attack and damage rolls, -1 to AC, and +5 to speed. 1d8 Effect 1-4 Nothing happens 5 The character moves to a random location and makes an attack or casts a random spell on a random target within range. 6 The character takes an action to makes an attack roll on themselves with their equipped weapon. 7 The next time a friendly character would move out of their melee attack range before the start of their next turn, the afflicted player uses their reaction to make an attack of opportunity on the friendly character. 8 The afflicted character rambles incoherently, dealing 1d20+2 stress damage to all friendly characters. Fearful While a player is afflicted with fearfulness they have the following debuffs and must roll on the following table at the beginning of each of their turns. Status Changes -1 to constitution saving throws, -1 to damage rolls, +5 to speed, and +1 to AC. 1d6 Effect 1-3 Nothing happens. 4 The afflicted player becomes afraid of all hostile enemies until the end of their turn. 5 The afflicted player shouts pessimistic things, dealing 1d12+3 stress damage to each friendly character. 6 The afflicted player cowers in fear, ending their turn. Hopeless While a player is afflicted with hopelessness they have the following debuffs and must roll on the following table at the beginning of each of their turns. Status Changes -1 to all constitution saving throws, -5 speed, -1 to AC, -1 to attack rolls. 1d8 Effect 1-4 Nothing happens. 5 The afflicted player realizes there is no point in fighting, they pass their turn. 6 The next time the player is targeted by a spell that requires them to be willing until the start of their next turn, they automatically decline. 7 It would be better for them to die by their own hands than by the hands of their enemy, the character takes an action to makes an attack roll on themselves with their equipped weapon. 8 The afflicted character rambles about how everything is hopeless, dealing 1d12+4 stress damage to each friendly character.

Abusive While a player is afflicted with abusiveness they have the following debuffs and must roll on the following table at the begining of each of their turns. Status Changes -1 to constitution saveing throws, -1 to attack rolls, +2 to damage rolls, and -3 to AC. 1d8 Effect 1-4 Nothing happens. 5 The afflicted character berates and abuses his allies, each friendly character takes 1d12+2 stress damage. 6 The next time a friendly character fails a roll before the start of his next turn, the afflicted character mocks them dealing 1d20+3 stress damage to the target character. 7-8 The afflicted player uses his action to attack the nearest friendly character in range, if there is no one in range, nothing happens. Masochistic While a player is afflicted with masochism they have the following debuffs and must roll on the following table at the begining of each of their turns. Status Changes -1 to constitution saving throws and -3 to AC. 1d8 Effect 1-4 Nothing happens. 5 The afflicted player insults the enemy, drawing their attention. 6 The next time the afflicted player would be damaged before the start of their next turn, they comment on how they love the pain dealing 1d12+3 to each friendly character. 7 The next time the player is targeted by a spell that requires them to be willing until the start of their next turn, they automaticaly decline. 8 The next time a friendly character is damageged before the begining of their next turn, the afflicted player comments on how they would rather feel the pain, dealing 1d12+2 stress damage to the damaged player. Powerful While a player has the powerful virtue they have the following buffs and must roll on the following table at the start of each of their turns. Stat Changes +2 to damage rolls, +1 to all constition saving throws, and stress cannot go above 100. 1d8 Effect 1-4 Nothing happens. 5-6 The virtuous player lets out a hopeful cry, healing 1d12+3 stress damage from each friendly character. 6-7 The virtuous player lets out an inspiring speach, all allies that can her him get +1 to damage rolls until the begining of the virtuous player's next turn. Courageous While a player has the courageous virtue they have the following buffs. Status Changes +1 to constitution saving throws, all friendly characters recieve -5 stress damage, stress cannot go above 100. Stalwart “Many fall in the face of chaos, but not this one!... not today." When a character is first inflicted with the stalwart virtue, heal 60 stress damage from them. They also gain the following effects. Status Changes You take half stress damage, +1 to all constitution saving throws, and 15 stress damage is healed from you at the start of your turn. Vigorous Characters with the vigorous virtue have the following status changes. Status Changes +1 to all constitution saving throws, +1 to AC, +5 speed. Focused Characters with the focused virtue have the following status changes. Status Changes +1 to all constitution saving throws, +2 to all attack rolls, and rolling a 19 counts as a critical hit on an attack roll.

Stress in the Field There are countless things that can stress out a character. Here are some of the more common ways a character can be stressed out and just how much stress will be applied. Event Effect Light dims 1d4+1 stress damage to all characters Strange noise is heard 1d6+2 stress damage to all character. Undead or Aberration is spotted 1d4+2 stress damage to all characters. Character screams or makes another startling sound 1d6+2 stress damage to all characters. Enemy lands a critical hit 1d10+3 stress damage to hit character Gruesome scene or action is witnessed 1d8+2 stress damage to all characters A mission is failed 1d10+3 stess damage to all characters. Friendly character is put at death's door 1d10+4 stress damage to all frindly characters. Friendly character dies 2d10+5 stress damage to all characters. How to Relieve Stress Stress can be relieved in multiple ways and here are the more common ones. Event Effect Long rest 1d10+3 stress damage healed. Eat a large meal 1d8+2 stress damage healed. Spend a night drinking 1d20+6 stress damage healed. Spend a night gambling 2d20+7 stress damage healed. Spend a day meditating 1d20+6 stress damage healed. Spend a day praying 2d20+7 stress damage healed. Spend a day partaking in flagellation 3d20+10 stress damage healed. Death's Door "And now the true test... hold fast, or expire." When a character's health reaches 0 they will no longer fall unconscious and make death saves. Rather, they will have one final chance to make a last stand. While at Death's Door a player takes an additional +2 stress damage, gets -10 speed, and -2 to attack and damage. Every time someone at Death's Door is damaged they must succeed a DC 9 death's door save or they die. Death's Door Recovery Being seated at the brink, even if only for a moment, will have a lasting effect on the unfortunate character. After a character recovers at least 1 hp, they are no longer at Death's and are given the Death's Door recovery debuff, the debuff is removed after a long rest. Status Change -1 to attack and damage, the player takes an additional +1 stress damage, and -5 speed Light For the sake of difficulty and atmosphere there is now an additional light level called "radiant" as well as verious effects provided by the light level a player is in. It is recommended that Darkvision and similar effects be removed. Now torches only provide 40 ft of dim light and they only burn for 10 mintues before buirning out. Light levels can be increased by intersecting light sources (if there is are two areas of dim light that intersect then the intersecting area is bright light. The same goes for intersecting bright light creating radiant light.) If a player targets something with an attack or perception check, apply the following bonuses from the table below using the light level of the target is in. Light Level Bonus Darkness -3 to hit and perception Dim Light -1 to hit and perception Bright Light +1 to hit and perception Radiant Light +2 to hit and perception

Classes The troubled times have brought about all sorts of heroes, many just as mad as their enemies. The following is a list of changes the base classes will undergo and one or two custom classes. Recomended Spell Changes Although it isn't required, it is recomended that you play without any revival spells. These spells include Revivify, Resurrection, Raise Dead, etc. The Flagellant Covered in a whip's lashings the flagellant bleeds still believing it will find them redemption. To him the wretched beasts are emissaries from the divine, meant to punish the heretics and unbelievers, and that suffering and bloodshed is the only way to rid them from this world. He alone shall carry the world's burdens so that others needn't suffer as he does. Class Features As a Flagellant you have the following class features. Hit Dice: 1d10 per fFlagellant level. Hit Points at 1st Level: 10 + your Constitution modifier. Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Flagellant level after 1st. Proficiencies As a Flagellant you are proficiant in the following things. Armor: light armor Weapons: simple weapons and flails. Skills: Choose two from Religion, Intimidation, Persuasion, or Medicine Saving Throws: Constitution Equipment You start with the following equipment as well as the equipment provided by your background. A flail

A) a priest's pack or B) a dungeoneer’s pack Unarmored Defence While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. Bleed as I Have Whenever you make a successful attack roll, the target must succeed a DC 17 constitution saving throw or they will be inflicted with a bleeding effect on the target for three minutes. Each minute they take damage equal to your bleed dice. Your bleed dice is a d4 at level 1, but it increases to a d6 at level 6, to a d8 at level 10, and to a d20 at level 18. Bleeding effects stack.

The Flagellant Level Proficiency Bonus Features Bleed Dice 1st +2 Unarmored Defense, Bleed as I Have d4 2nd +2 Strength From the Suffering, So That Others Need't d4 3rd +2 Order d4 4th +2 Dominance Over Death d4 5th +3 Ability Score Improvement d4 6th +3 Bleed Dice Improvement, Extra Attack d6 7th +3 Order Feature d6 8th +3 Endure d6 9th +4 Toughened Skin d6 10th +4 Bleed Dice Improvement, Blinding Glory d8 11th +4 Percision from the Pain d8 12th +4 Exsanguinate d8 13th +5 Ability Score Improvement d8 14th +5 Bleed Dice Impovement d10 15th +5 Extra Attack d10 16th +5 Order Feature d10 17th +6 Ability Score Improvement d10 18th +6 Bleed Dice Improvement d20 19th +6 d20 20th +6 d20 Strength From the Suffering Starting at level 2, while your HP is below 50% of its maxium rounding down, you get +3 to damage rolls.

So That Others Needn't The divine answer, your friends are blessed by your sacrafice. Starting at level 2, when you are put at Death's Door, heal each friendly character within 60ft of you an amount equal to your bleed dice + your Flagellant level. Order At level 3 you become bent on saving those who fight by you or destroying those who oppose the Light. Your choice grants you features at level 3, 7, and 16 Dominance Over Death Starting at level 4, entering Death's Door will now give you +2 to attack and damage, +5 speed, and +2 to constitution saving throws instead of the usual effects. You also get +1 to Death Door saves. Extra Attack Starting at level 6 you may attack twice instead of once. And at level 15 you may attack up to three times. Endure The divine help you allies find solice in your suffering. Starting at level 8 you may take a bonus action to take on your friend's burdens, heal 1d12+3 stress damage from target creature and take 1d10+2 stress damage. Toughened Skin Starting at level 9, your skin has become callused. Three times per long rest you may gain advantage on a constitution saving throw. Blinding Glory When you finaly pass from this world, all the sacrifices you've made will grant your allies one final gift, and your enemies one final bain. Starting at level 10, when you die you body is consumed by a blinding light. Creatures of your choice within 60 ft of you either must succeed a DC 17 dextary saving throw or be blinded, or healed equal to your bleed dice times two. Percision from the Pain Starting at level 11, while your HP is below 50% of its maxium rounding down, you get +3 to attack rolls. Orders A Flagellant can use his divine gifts for to aid those in need or to deliver rightous vengance. Order of Boons Reclaim You draw blood to replenish your allies. Starting at level 3 when you choose this path you may take an action to give a willing creature within 60 ft of you a regeration effect for three minutes. Each minute the target creature is healed by your 1d4+ your flagellant level. And you must succeed a constitution saving throw (DC 18) or recieve a bleed effect equal to your bleed dice for three miniutes. Lashes Solace Though you feel great pain you will soon find redemption. Starting at level 7, once a day, you may take a bonus action to remind yourself of your mission. Heal 2d20+10 stress damage. Redeem Your suffering brings life! Starting at level 16 when your HP is below 50% rounded up, you may take an action to heal your self and a willing creature with in 60 ft of you by your bleed dice. Order of Bains Rain of Sorrows You call for vengance and the divine listen! Starting at level 3, when you pick this Order, you may use an action to call down the divine's wrath on the heretics dealing 1d4 slashing damage to any creature within a 10x10 cube within 60 ft of you. Creatures in the target area must succeed a constitution saving throw (DC 19) or be inflicted with a bleeding effect for 3 minutes. Each minute they take damage equal to your bleed dice. Lash's Anger "I have been chosen to suffer, so suffer I must!" Starting at level 7, once a day, you may take a bonus action to lash out at your self. You take 2d20+10 stress damage and get +2 to resolve tests for 3 minutes. Exsanguinate As your blood runs low and your life draws to a close you realise "who needs blood?" Starting at level 16, when your HP is below 50% rounded up, you may use your reaction after making a successful melee attack, you are healed by your bleed dice and you deal damage to the target creature equal to your bleed dice. But you recieve -10 speed, -2 to damage rolls, and -2 to AC for 3 minutes.

Items You will find many trinkets and baubles hidden amongst the rubble and corpses of forgotten places. A worthy reward for those who would face off against the darkness. Weapons Weapons to fend off the corruption! Pistol- Simple ranged. Light, loading, ammunition (60/180), 1d6 piercing damage. 30 gp. Rifle- Martial ranged. Two-handed, loading, ammunition (100/400), 1d10 piercing. 50 gp. Ammunition to go with your guns. Gunpowder & Lead- Ammo for guns. 10 for 1 gp. Grapeshot- Ammo for guns. Changes the range of the gun to a 20 ft cone. -2 to damage. 1 gp. Bola- Ammo for crossbows. Range becomes 0/20 ft. -3 to damage. Target must succeed a dextarity saveing throw (DC 16) or be restrained. They may make the saveing throw again at the start of their turn to free themselves. Magic Items Weapons Ancestor's Pistol Weapon (pistol), very rare (Requires Attunement) +3 to attack and damage. +15 speed. Trinkets Sun Cloak Wonerous item, rare (Requires Attunement) While wearing this item, you recieve -1 damage taken while in radiant light, +2 AC while in radiant light, and you receive +2 stress. Sun Ring Wonerous item, rare (Requires Attunement) While wearing this item, you recieve +3 to damage while in radiant light, +2 to hit while in bright light, and you receive +2 stress. Moon Cloak Wonerous item, rare (Requires Attunement) While wearing this item, you recieve -1 damage recieved while in darkness, +2 to AC while in darkness, and you receive +2 stress. Moon Ring Wonerous item, rare (Requires Attunement) While wearing this item, you recieve +3 to damage while in darkness, +2 to hit while in darkness, and you receive +2 stress. Life Crystal Wonderous item, rare (Requires Attunement) A blood red crystal made into necklace. While wearing this item, you receive +20 maximum HP and -5 speed. Eldritch Slayer's Ring Wonderous item, rare (Requires Attunement) While wearing this item, you deal +5 damage to aberations and receive -3 to AC. Beast Slayer's Ring Wonderous item, rare (Requires Attunement) While wearing this item, you deal +5 damage to animals and receive -3 to AC. Focus Ring Wonderous item, rare (Requires Attunement) While wearing this item, you recieve +5 to hit and -3 to AC. Berserk Charm Wonderous item, rare (Requires Attunement) A necklace with a pendant of a round stone with the image of a screaming face carvedinto it. While worn, you get +5 speed, +3 damage, +3 stress, -1 to hit, and -2 to resolve checks. Feather Crystal Wonderous item, rare (Requires Attunement) A necklace with a figure of a bird with white crystals sticking out of it. While worn, you get +5 to speed, +1 AC, and -1 to constitution saving throws.

Book of Constitution Wonderous item, uncommon (Requires Attunement) A brown book bound by a leather strap. While on your person, you get +3 to constitution saving throws. Book of Rage Wonderous item, uncommon (Requires Attunement) A book with a red cover. While on your person, you get +3 to damage while you HP is below 50% and you get -2 to all constitution saving throws. Book of Relaxation Wonderous item, uncommon (Requires Attunement) A book with blue stripes. While on your person you receive -3 stress, you get +2 to hit, and you get -1 AC. Calming Crystal Wonderous item, uncommon (Requires Attunement) A pale blue crystal tried to a string. While worn, you receive -5 stress and have -5 speed Chirurgeon's Charm Wonderous item, uncommon (Requires Attunement) A necklace with a grey pendant featuring a snake coiling around a staff. While worn, if you were to heal someone you heal them for an additional 3 HP. Dark Crown Wonderous item, uncommon (Requires Attunement) A black, steel crown with spikes shooting out of the base. While worn, your receive -2 stress while in darkness and yo get +2 to resolve checks while in darkness. Gambler's Charm Wonderous item, uncommon (Requires Attunement) A playing card with a small string tied going through a hole in it. While attuned, your max HP is increased by 15 but you receive -2 to death saves. Tenacity Ring Wonderous item, uncommon (Requires Attunement) A metal band thats studded with small spikes. While worn, you get +1 to death saves and +1 AC.

Snake Oil Wonderous item, common (Requires Attunement) While on your person, you recieve -2 stress. Accuracy Stone Wonderous item, common (Requires Attunement) A small stone coin with a square hole in the middle. While on your person, you recieve +1 to hit and -5 speed. Bleed Stone Wonderous item, common (Requires Attunement) A small red rock. While on your person, the DC to resist your bleed effects is increased by 1 and your speed is reduced by 5. Debuff Charm Wonderous item, common (Requires Attunement) A necklace with a skull pendant. While worn, you get +1 to constitution saving throws and your AC is reduced by 2. Dodge Stone Wonderous item, common (Requires Attunement) A yellow stone in the shape of a three pointed star. While one your person, you get +1 to AC and your speed is reduced by 5. Protection Stone Wonderous item, common (Requires Attunement) A grey stone in the shape of a man with divine symbol on his chest. While on your person, damage taken is reduced by 1 and your speed is reduced by 5. Reckless Charm Wonderous item, common (Requires Attunement) A necklace with a pendant shaped like a fanged beast. While worn you get +1 to hit and -1 to AC.