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

