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.
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