Page 109 - Critical Role: Tal’Dorei Campaign Setting
P. 109

tal’dorei campaign guide



            feature: wicked awareneSS                         leaders, and legendary heroes of lore. These are the
                                                              fate-touched.
            Your time worshipping in secrecy and shadow at the
                                                                Few fate-touched ever become aware of their promi-
            altar of malevolent forces has left you with insight and
                                                              nent nature. Outside of powerful divination magics, it’s
            keen awareness to those who still operate in such ways.
                                                              extremely difficult to confirm one as fate-touched. There
            You can often spot hidden signs, messages, and signals
                                                              are many communities that regard the status as a terrible
            left in populated places. If actively seeking signs of a cult
                                                              omen, treating a confirmed fate-touched with mistrust
            or dark following, you have an easier time locating and
                                                              and fear. Others seek them as a blessing, rallying around
            decoding the signs or social interactions that signify cult
                                                              them for guidance. Some of renown and power grow
            activity, gaining advantage on any ability checks to dis-
                                                              jealous, wishing to bend a fate-touched beneath their
            cover such details.
                                                              will, and some stories speak of mages of old attempting
            suggested characteristics                         to extract or transfer the essence itself.
                                                                Players are not intended to select this background, but
            Use the tables for the Acolyte background in the   this is instead provided for the dungeon master to consider
            Player’s Handbook as the basis for your traits and   for one or more of their players, or perhaps a prominent
            motivations, modifying the entries when appropriate to   NPC, as their campaign unfolds. It provides very minor
            match your ties to your intent on fleeing your past and   mechanical benefit, but instead adds an element of lore,
            rectifying your future. Your bond is likely associated   importance, and fate-bearing responsibility to a character
            with those who gave you the insight and strength to   within your story. Being fate-touched overlaps and co-ex-
            flee your old ways. Your ideal probably involves your   ists with the character’s current background, only adding
            wishing to take down and destroy those who promote   to their mystique. Consider it for a player character who
            the dark ways you escaped, and perhaps finding new   would benefit from being put more central to the coming
            faith in a forgiving god.                         conflicts of your adventure, or for an NPC who may
                                                              require protection as they come into their destiny. Perhaps
            fate-touched                                      consider a powerful villain discovering their fate-twisting
                                                              nature and using it to wreak havoc. All of these possi-
                                                              bilities and more can be explored should you choose to
            Many lives and many souls find their ways through the   include a fate-touched within your campaign.
            patterns of fate and destiny, their threads following the
            path meant for them, oblivious and eager to be a part   feature: fortune’S grace
            of the woven essence of history meant for them. Some   Your fate-touched essence occasionally leads surrounding
            souls, however, glide forth with mysterious influence,   events to shift in your favor. You gain 1 Luck point, as per
            their threads bending the weave around them, toward   the Lucky feat outlined within the Player’s Handbook pg
            them, unknowingly guiding history itself wherever they   167. This luck point is used in the same fashion as the feat,
            walk. Events both magnificent and catastrophic tend to   and you regain this expended luck point when you finish a
            follow such individuals. These souls often become great   long rest. If you already have the Lucky feat, you add this
            rulers and terrible tyrants, powerful mages, religious   luck point to your total for the feat.
                                            New Feats



            The following new feats are appropriate for campaigns taking place in Tal’Dorei.

            cruel                                             •  You regain your expended cruelty points when you fin-
                                                               ish a long rest.
            The challenges and struggles you’ve faced throughout your
            life have left you ruthless in combat, relishing in the pain   dual-focused
            you inflict.
                                                              Prerequisite: The ability to cast at least one spell
            •  You have a number of cruelty points equal to your pro-
             ficiency modifier. Once per turn, whenever you deal   Countless hours have been spent training your mind to
                                                              maintain focus on concurrent incantations, taxing as the
             damage to a creature with an attack, you can spend one
             cruelty point to deal an additional 1d6 damage of the   process may be.
             attack damage type to that creature.             •  If you attempt to cast a spell that requires concen-
                                                               tration while already concentrating on an existing
            •  You can also spend one cruelty point when you score a
             critical hit against a creature to regain 1d6 hit points.  spell, you can maintain concentration on both spells
                                                               simultaneously.
            •  While making a Charisma (Intimidation) check that
                                                              •  If you take damage during this time, you must make a
             involves inflicting pain, you can spend one cruelty
             point to gain advantage on the roll.              concentration check for each spell individually.




    108     chapter 3: character options
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