Page 102 - Critical Role: Tal’Dorei Campaign Setting
P. 102
chapter three
character options
istory is driven by the bold, and often the names that ring through the annals of the ages are those who emerged from
obscurity to take an ideal and fight for it with their every breath. Morality can be subjective, but heroism is unmistak-
Hable when witnessed. Heroes guide Tal’Dorei, whether by clever rule, impressive might, or endless compassion.
There are a number of interesting and specific paths an adventurer can take in their journey to become a hero, each with skills,
abilities, and specialties that make them a valuable member of any party. Exandria’s unique web of ever-threatened societies
makes for a fertile breeding ground for heroes and villains, and a slew of unique capabilities among them. This section outlines a
number of new options for players to choose from when creating and developing their characters along the way, and can easily be
introduced into any 5th edition D&D campaign, whether or not it takes place in Tal’Dorei. Remember that all options presented
here must be approved by your Dungeon Master for use within their game, and it is their final say on their inclusion.
Player Class Options
Though any of the typical class options function just fine for heroes in Tal’Dorei, the following section presents a few class
archetypes steeped in the setting’s history and lore.
blood domain bloodletting focuS
From 1st level, your divine magics draw the blood from
inflicted wounds, worsening the agony of your nearby
Divine Domain for Clerics
foes. When you use a spell of 1st level or higher to damage
Originally developed in Wildemount by the Claret Orders, to any creatures that have blood, those creatures suffer
the Blood domain centers around the understanding of additional necrotic damage equal to 2 + the spell’s level.
the natural life force within one’s own physical body. The
power of blood is the power of sacrifice, the balance of life channel divinity: blood puppet
and death, and the spirit’s anchor within the mortal shell.
Starting at 2nd level, you can use your Channel Divinity
The Gods of Blood seek to tap into the connection between
to briefly control a creature’s actions against their will. As
body and soul through divine means, exploit the hidden
an action, you target a Large or smaller creature that has
reserves of will within one’s own vitality, and even manipu-
blood within 60 feet of you. That creature must succeed
late or corrupt the body of others through these secret rites
on a Constitution saving throw against your spell save DC
of crimson. Almost any neutral or evil deity can claim some
or immediately move up to half of their movement in any
influence over the secrets of blood magic and this domain,
direction of your choice and make a single weapon attack
while the gods who watch from more moral realms shun its
against a creature of your choice within range. Dead or
use beyond extenuating circumstance.
unconscious creatures automatically fail their saving throw.
When casting divine spells as a Blood Domain cleric,
At 8th level, you can target a Huge or smaller creature.
consider ways to occasionally flavor your descriptions
to tailor the magic’s effect on the opponent’s blood and channel divinity: crimSon bond
vitality. Hold person might involve locking a target’s body
Starting at 6th level, you can use your Channel Divinity to
into place from the blood stream out, preventing them
focus on a sample of blood from a creature that is at least 2
from moving. Cure wounds may feature the controlling of
ounces, and that has been spilt no longer than a week ago.
blood like a needle and thread to close lacerations. Guard-
As an action, you can focus on the blood of the creature
ian of faith could be a floating, crimson spirit of dripping
to form a bond and gain information about their current
viscera who watches the vicinity with burning red eyes.
circumstances. You know their approximate distance and
Have fun with the themes!
direction from you, as well as their general state of health,
blood domain spells as long as they are within 10 miles of you. You can maintain
Concentration on this bond for up to 1 hour.
cleric level SpellS
During your bond, you can spend an action to attempt to
1st sleep, ray of sickness connect with the bonded creature’s senses. The target makes
3rd ray of enfeeblement, crown of madness a Constitution saving throw against your spell save DC. If
5th haste, slow they succeed, the connection is resisted, ending the bond.
7th blight, stoneskin You suffer 2d6 necrotic damage. Upon a failed saving throw,
9th dominate person, hold monster you can choose to either see through the eyes of or hear
through their ears of the target for a number of rounds equal
bonuS proficiencieS to your Wisdom modifier (minimum of 1). During this time,
you are blind or deaf (respectively) with regard to your own
At 1st Level, you gain proficiency with martial weapons.
senses. Once this connection ends, the Crimson Bond is lost.
chapter 3: character options 101

