![]() We get some extensive rules on how these domains function, how players might pass between them or get sucked into one in the first place, and how adventuring within them differs from a normal campaign. Ravenloft isn’t a single plane or setting, rather it’s a basically infinite collection of smaller settings all themed around different horror scenarios and genres they call “domains of dread”. This section takes up the vast majority of the book and is the real heart of the product. Most of these provide benefits specific to Ravenloft and will make traversing the mists and the various domains of dread a lot easier (more on that in a bit). We also got 5 “background features” that can replace the feature normally gained by any of the other backgrounds. We got two “backgrounds” in this book but only the investigator is a properly new background considering we got the haunted one all the way back in the original Curse of Strahd. I didn’t see any noticeable changes between the UA version and the finalized version, but it’s nice to get them out of UA limbo. If you’ve been playing with unearthed arcana content these should be familiar to you as they’ve been kicking around for a while but with this book, they’re finally official. We get the college of spirits subclass for bards and the undead subclass for warlocks. We get dhampirs which are essentially half-vampires, hexbloods which are essentially like hag children or are otherwise saturated in fey magic, and the reborn which are playable undead. It works well here, as now any “race” can become a dhampir or rise from the grave and it’ll still feel mechanically smooth. ![]() Not exactly races, we’re on the new “Lineages” concept that we picked up in Tasha’s. I’m quite fond of this and it seems like an excellent way to mechanically show your characters are haunted/cursed/generally spooky. ![]() All of them grant some small but significant power but at a spooky themed cost, often triggered when you roll a natural 1.
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