# Species

> From the Curse of Strahd game wiki (it covers the whole game, spoilers included): https://curseofstrahd.app/wiki/characters/species.html. Unofficial Fan Content permitted under the Fan Content Policy, not approved or endorsed by Wizards of the Coast.

## Aasimar
*Mortals touched by celestial power who heal with a touch and can reveal a heavenly or dreadful form.*

Size medium, small, speed 30 ft.

- **Celestial Resistance.** Resistance to Necrotic and Radiant damage.
- **Darkvision.** See in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- **Healing Hands.** Magic action, once per Long Rest: touch a creature and it regains Hit Points equal to PB d4s rolled.
- **Light Bearer.** You know the Light cantrip; Charisma is your spellcasting ability for it.
- **Celestial Revelation.** From level 3, once per Long Rest: transform for 1 minute (wings, radiance or shroud) and add PB damage.

## Dhampir
*Mortals touched by vampirism who climb like spiders and feed on the vitality of those they bite.*

Size medium, small, speed 35 ft.

- **Darkvision.** See in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- **Spider Climb.** A Climb Speed equal to your Speed; from level 3 you can move along walls and ceilings with your hands free.
- **Trace of Undeath.** Resistance to Necrotic damage.
- **Vampiric Bite.** Unarmed Strike bite: 1d4 + Constitution modifier Piercing. On a hit, PB times per Long Rest, heal the damage dealt or add it to your next attack roll or ability check.

## Dragonborn
*Wingless draconic folk with a breath weapon and resistance from their dragon ancestor; spectral wings at level 5.*

Size medium, speed 30 ft.

- **Draconic Ancestry.** Pick a dragon ancestor; it sets the damage type of your Breath Weapon and your Damage Resistance.
- **Breath Weapon.** Swap one attack of the Attack action for a 15-ft Cone or 30-ft Line: Dex save, 1d10 (scales). PB/Long Rest.
- **Damage Resistance.** Resistance to the damage type of your Draconic Ancestry.
- **Darkvision.** See in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- **Draconic Flight.** From level 5, once per Long Rest: Bonus Action to grow spectral wings, Fly Speed = Speed for 10 minutes.

## Dwarf
*Stout folk of stone and forge with 120-ft Darkvision, poison resilience, extra Hit Points and Tremorsense.*

Size medium, speed 30 ft.

- **Darkvision.** See in Dim Light within 120 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- **Dwarven Resilience.** Resistance to Poison damage and Advantage on saves to avoid or end the Poisoned condition.
- **Dwarven Toughness.** Your Hit Point maximum increases by 1 per character level.
- **Stonecunning.** Bonus Action, PB times per Long Rest: Tremorsense 60 ft for 10 minutes while on or touching stone.

## Elf
*Long-lived Feywild folk who trance instead of sleeping and gain lineage magic as they rise in level.*

Size medium, speed 30 ft.

- **Darkvision.** See in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- **Elven Lineage.** Choose Drow, High Elf or Wood Elf: a level 1 benefit, then a free-cast spell at levels 3 and 5.
- **Fey Ancestry.** Advantage on saving throws to avoid or end the Charmed condition.
- **Keen Senses.** Gain proficiency in Insight, Perception or Survival (your choice).
- **Trance.** You don't sleep and magic can't put you to sleep; a Long Rest takes 4 hours of conscious meditation.

## Gnome
*Small, clever folk with Advantage on mental saving throws and forest or rock gnome magic.*

Size small, speed 30 ft.

- **Darkvision.** See in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- **Gnomish Cunning.** Advantage on Intelligence, Wisdom and Charisma saving throws.
- **Gnomish Lineage.** Choose Forest Gnome or Rock Gnome magic; Int, Wis or Cha is the spellcasting ability for it.

## Goliath
*Towering giant-descended folk with a giant's boon, Powerful Build, and Large Form from level 5.*

Size medium, speed 35 ft.

- **Giant Ancestry.** Choose a giant's boon (cloud, fire, frost, hill, stone or storm); use it PB times per Long Rest.
- **Large Form.** From level 5, once per Long Rest: Bonus Action to become Large for 10 minutes (Adv. on Str checks, +10 ft Speed).
- **Powerful Build.** Advantage on checks to end the Grappled condition; count as one size larger for carrying capacity.

## Halfling
*Small, lucky folk who resist fear, reroll natural 1s and slip past larger creatures.*

Size small, speed 30 ft.

- **Brave.** Advantage on saving throws to avoid or end the Frightened condition.
- **Halfling Nimbleness.** Move through the space of any creature a size larger than you, but you can't stop in that space.
- **Luck.** When you roll a 1 on the d20 of a D20 Test, reroll it and use the new roll.
- **Naturally Stealthy.** You can take the Hide action while obscured only by a creature at least one size larger than you.

## Hexblood
*Folk bound to hags by magic or bargain, who carry witch-craft in their blood and can watch through tokens of themselves.*

Size medium, small, speed 30 ft.

- **Darkvision.** See in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- **Eerie Token.** Bonus Action, once per Long Rest: make a token of yourself; send it 25-word telepathic messages or see and hear through it from up to 10 miles.
- **Hex Magic.** Disguise Self and Hex always prepared; each free once per Long Rest (Intelligence, Wisdom or Charisma).

## Human
*Adaptable folk who gain Heroic Inspiration each Long Rest, an extra skill and an Origin feat.*

Size medium, small, speed 30 ft.

- **Resourceful.** You gain Heroic Inspiration whenever you finish a Long Rest.
- **Skillful.** Gain proficiency in one skill of your choice.
- **Versatile.** Gain an Origin feat of your choice (Skilled is recommended).

## Lupin
*Towering hybrids caught halfway between folk and wolf, with killer claws and a howl that saps the nerve of anyone near.*

Size medium, small, speed 30 ft.

- **Darkvision.** See in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- **Feral Pounce.** Slashing Unarmed Strikes; once per turn an Attack-action Unarmed Strike hit both damages and Shoves.
- **Howl.** Bonus Action: creatures you choose within 15 feet make a Wisdom save (DC 8 + Con + PB) or have Disadvantage on attack rolls and saves until your next turn. PB uses per Long Rest.
- **Werewolf Instincts.** Proficiency in Perception, Stealth or Survival.

## Orc
*Tireless wanderers with 120-ft Darkvision who dash with a rush of vigor and refuse to fall at 0 HP.*

Size medium, speed 30 ft.

- **Adrenaline Rush.** Bonus Action Dash and gain Temporary Hit Points equal to PB; PB uses per Short or Long Rest.
- **Darkvision.** See in Dim Light within 120 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- **Relentless Endurance.** Once per Long Rest, when reduced to 0 Hit Points but not killed outright, drop to 1 Hit Point instead.

## Reborn
*People who died and came back (stitched together, raised or simply unwilling to stay dead) with flashes of memories from a life before.*

Size medium, small, speed 30 ft.

- **Strange Endurance.** Resistance to Cold, Necrotic or Poison damage (your choice).
- **Escaped Death.** Advantage on Death Saving Throws.
- **Everlasting.** No Exhaustion from thirst, hunger or suffocation; no sleep, and magic can't put you to sleep; a Long Rest is 4 hours of inactivity.
- **Knowledge from a Past Life.** A skill proficiency; when you fail an ability check, add 1d6 to it (PB times per Long Rest).

## Tiefling
*Folk with fiendish blood whose legacy grants a Resistance and spells, plus the Thaumaturgy cantrip.*

Size medium, small, speed 30 ft.

- **Darkvision.** See in Dim Light within 60 feet as if it were Bright Light, and in Darkness as if it were Dim Light.
- **Fiendish Legacy.** Choose Abyssal, Chthonic or Infernal: a Resistance and cantrip, then a free-cast spell at levels 3 and 5.
- **Otherworldly Presence.** You know Thaumaturgy, cast with the same ability as your Fiendish Legacy.
