Adapting Castlevania for D&D and other TTRPGs

Castlevania has always had a gothic allure—its moody castles, haunted forests, and monsters lurking in the shadows practically beg to be woven into a tabletop roleplaying game. And with the rich source material from both the classic video games and the Netflix series, there’s plenty of inspiration to draw from.

One of the big draws for me is how Castlevania balances action with moral complexity. You’re not just fighting monsters for the sake of it—you’re grappling with questions of loyalty, revenge, and redemption. Translating that to the table can create some of the most memorable gaming experiences.

For settings like this, atmosphere is everything. You want towering castles perched on cliffs, fog-choked forests, and a general sense of foreboding—like the world itself is as much a character as the NPCs. From a gaming perspective, Curse of Strahd is the obvious cousin to this kind of setting—its gothic tone, complex villain, and nuanced approach to horror all line up perfectly with a Castlevania-inspired campaign.

But it’s not just about the setting. Think about the characters who populate these stories. Trevor Belmont’s monster-hunting heritage, Sypha’s elemental magic, and Alucard’s tormented half-vampire soul all offer great archetypes for players to draw from. Mechanically, they fit right into 5e: the Battle Master Fighter, the Storm Sorcerer, the Dhampir lineage… you’ve got all the tools you need to bring these characters to life.

Of course, what makes it truly engaging is how you weave these elements into the moral fabric of the game. Maybe your players have to choose whether to destroy a monster-turned-villager or risk their lives to find a cure. Maybe there’s a powerful relic they could claim—like my own “Mirror of Souls” idea—that would grant power but at a terrible cost. Those kinds of choices can elevate a Castlevania-themed campaign from just another monster hunt to something deeper and more resonant.

If you’re planning your own version, I’d recommend pulling from all these elements—the atmosphere, the archetypes, the moral dilemmas—and finding your own blend. And don’t forget: most of the monsters you’d need are already in the Monster Manual.

I’d love to hear how you’d adapt this for your own game. Drop your ideas in the comments, and let’s keep the conversation going.

Cheers,
Brian