Page 103 - Critical Role: Tal’Dorei Campaign Setting
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tal’dorei campaign guide


                       health state examples                  creature with blood that would regain hit points while
                                                              within the aura only regains half of the intended number
                   100%         Untouched
                                                              of hit points (rounded up).
                  99%-50%       Injured                         Once you use this feature, you can’t use it again until
                  49%-1%        Heavily Wounded               you finish a long rest.
                    0%          Unconscious or Dying
                                                              path of the Juggernaut
                     –          Dead
            Sanguine recall
                                                              Primal Path for Barbarians
            At 8th level, you can sacrifice a portion of your own
            vitality to recover expended spell slots. As an action, you   When the Herd of Storms led their terrible raids across
            recover spell slots that have a combined level equal to or   the continent under the leadership of Kevdak, tales
            less than half of your cleric level (rounded up), and none   spread of their bloodlust, brutality, and nigh unstoppable
            of the slots can be 6th level or higher. You immediately   strength. Walls crumbled and legions fell to but a hand-
            suffer 1d6 damage per spell slot level recovered. You can’t   ful of fearsome warriors as they cut a path for the herd
            use this feature again until you finish a long rest.  to charge in and take what they wished before vanishing
              For example, if you’re a 4th-level Cleric, you can recover   back into the Dividing Plains. These fearsome barbarians
            up to two levels of spell slots. You can recover either a   that would break through the shields and towers of nearby
            2nd-level spell slot or two 1st-level spell slots. You then   townships became known as the Juggernauts.
            suffer 2d6 damage.                                  While the Herd of Storms is no more, the lineage of
                                                              trained juggernauts that survived to join the Rivermaw
            vaScular corruption aura                          still teach the ways of their unbreakable rage. Honed to
                                                              assault the lairs of powerful threats to their way of life, or
            At 17th level, you can emit a powerful aura as an action
            that extends 30 feet out from you that pulses necrotic   defend against armed hordes of snarling goblinoids, the
                                                              juggernauts represent the finest of frontline destroyers
            energy through the veins of nearby foes, causing them to
            burst and bleed. For 1 minute, any enemy creatures with   within the primal lands of Tal’Dorei and beyond.
            blood that begin their turn within the aura or enter it for
                                                              thunderouS blowS
                       the first time on their turn immediately
                       suffer 2d6 necrotic damage. Any enemy   Starting when you choose this path at 3rd level, your rage
                                                              instills you with the strength to batter around your foes,
                                                              making any battlefield your domain. Once per turn while
                                                              raging, when you damage a creature with a melee attack,
                                                              you can force the target to make a Strength saving throw
                                                              (DC 8 + your proficiency bonus + your Strength modifier).
                                                              On a failure, you push the target 5 feet away from you,
                                                               and you can choose to immediately move 5 feet into the
                                                                target’s previous position.
                                                                        Stance of the mountain
                                                                            You harness your fury to anchor your
                                                                             feet to the earth, shrugging off the
                                                                             blows of those who wish to topple you.
                                                                            Upon choosing this path at 3rd level,
                                                                           you cannot be knocked prone while raging
                                                                        unless you become unconscious.
                                                              demoliShing might
                                                                Beginning at 6th level, you can muster destructive
                                                                 force with your assault, shaking the core of even the
                                                                 strongest structures. All of your melee attacks gain
                                                              the siege property (your attacks deal double damage
                                                              to objects and structures). Your melee attacks against
                                                              creatures of the construct type deal an additional 1d8
                                                               weapon damage.

                                                               overwhelming cleave
                                                               Upon reaching 10th level, you wade into armies of foes,
                                                                great swings of your weapon striking many who threaten
                                                                you. When you make a weapon attack while raging, you



    102     chapter 3: character options
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