Dominio Do Sangue
Dominio Do Sangue
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.
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.
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