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Dominio Do Sangue

This document outlines new character options for players in Dungeons & Dragons campaigns set in Tal'Dorei, including new cleric domains and barbarian paths. It describes the Blood Domain for clerics, focused on manipulating blood and life force. Features include drawing blood from wounds, controlling creatures' actions through their blood, and bonding with creatures through samples of their blood. A new Path of the Juggernaut is presented for barbarians, emulating the brutal strength of a famous herd. Its features enhance rage and damage against structures. The options provide more setting-specific character choices and must be approved by the Dungeon Master for each game.

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PedroDayvisson
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0% found this document useful (0 votes)
129 views2 pages

Dominio Do Sangue

This document outlines new character options for players in Dungeons & Dragons campaigns set in Tal'Dorei, including new cleric domains and barbarian paths. It describes the Blood Domain for clerics, focused on manipulating blood and life force. Features include drawing blood from wounds, controlling creatures' actions through their blood, and bonding with creatures through samples of their blood. A new Path of the Juggernaut is presented for barbarians, emulating the brutal strength of a famous herd. Its features enhance rage and damage against structures. The options provide more setting-specific character choices and must be approved by the Dungeon Master for each game.

Uploaded by

PedroDayvisson
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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chapter three

Character Options
H
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-
able 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 foes.
Divine Domain for Clerics
When you use a spell of 1st level or higher to inflict 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 P uppet
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. As
blood like a needle and thread to close lacerations. Guard- an action, you can focus on the blood of the creature to form
ian of faith could be a floating, crimson spirit of dripping a bond and gain information about their current circum-
viscera who watches the vicinity with burning red eyes. stances. You know their approximate distance and direction
Have fun with the themes! from you, as well as their general state of health, as long as
Blood Domain Spells they are within 10 miles of you. You can maintain this effect
as though you were concentrating on a spell 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


tal’dorei campaign guide

Health State Examples 2d6 necrotic damage. Any enemy creature with blood that
would regain hit points while within the aura only regains
100% Untouched half of the intended number 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
– Dead
Path of the Juggernaut
Sanguine R ecall
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 an 8th-level cleric, you can back into the Dividing Plains. These fearsome barbarians
recover up to four levels of spell slots. You can recover that would break through the shields and towers of nearby
a single 4th-level spell slots, two 2nd-level spell slots, townships became known as the Juggernauts.
a 3rd-level spell slot and a 1st level spell slot, or four While the Herd of Storms is no more, the lineage of
1st-level spell slots. You then suffer 4d6 damage. trained juggernauts that survived to join the Rivermaw
still teach the ways of their unbreakable rage. Honed to
Vascular Corruption Aura 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 defend against armed hordes of snarling goblinoids, the
extends 30 feet out from you that pulses necrotic energy juggernauts represent the finest of frontline destroyers
through the veins of nearby foes, causing them to burst and within the primal lands of Tal’Dorei and beyond.
bleed. For 1 minute, any enemy creatures with blood that Thunderous Blows
begin their turn within the aura or enter it for
the first time on their turn immediately suffer 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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