Tal'Dorei Campaign Guide PDF

(Jeff_L) #1
Chapter 3: CharaCter OptiOns 101

chapter three


Blood Domain

Divine Domain for Clerics


Originally developed in Wildemount by the Claret Orders,
the Blood domain centers around the understanding of
the natural life force within one’s own physical body. The
power of blood is the power of sacrifice, the balance of life
and death, and the spirit’s anchor within the mortal shell.
The Gods of Blood seek to tap into the connection between
body and soul through divine means, exploit the hidden
reserves of will within one’s own vitality, and even manipu-
late or corrupt the body of others through these secret rites
of crimson. Almost any neutral or evil deity can claim some
influence over the secrets of blood magic and this domain,
while the gods who watch from more moral realms shun its
use beyond extenuating circumstance.
When casting divine spells as a Blood Domain cleric,
consider ways to occasionally flavor your descriptions
to tailor the magic’s effect on the opponent’s blood and
vitality. Hold person might involve locking a target’s body
into place from the blood stream out, preventing them
from moving. Cure wounds may feature the controlling of
blood like a needle and thread to close lacerations. Guard-
ian of faith could be a floating, crimson spirit of dripping
viscera who watches the vicinity with burning red eyes.
Have fun with the themes!


BlOOd dOmain spells
CleriC level SpellS
1st sleep, ray of sickness
3rd ray of enfeeblement, crown of madness
5th haste, slow
7th blight, stoneskin
9th dominate person, hold monster

BonuS profiCienCieS


At 1st level, you gain proficiency with martial weapons.


Bloodlet ting foCuS
From 1st level, your divine magics draw the blood from
inflicted wounds, worsening the agony of your nearby foes.
When you use a spell of 1st level or higher to inflict damage
to any creatures that have blood, those creatures suffer
additional necrotic damage equal to 2 + the spell’s level.

Ch annel div init y: Blood puppet
Starting at 2nd level, you can use your Channel Divinity
to briefly control a creature’s actions against their will. As
an action, you target a Large or smaller creature that has
blood within 60 feet of you. That creature must succeed
on a Constitution saving throw against your spell save DC
or immediately move up to half of their movement in any
direction of your choice and make a single weapon attack
against a creature of your choice within range. Dead or
unconscious creatures automatically fail their saving throw.
At 8th level, you can target a Huge or smaller creature.

Ch annel div init y: CrimSon Bond
Starting at 6th level, you can use your Channel Divinity to
focus on a sample of blood from a creature that is at least 2
ounces, and that has been spilt no longer than a week ago. As
an action, you can focus on the blood of the creature to form
a bond and gain information about their current circum-
stances. You know their approximate distance and direction
from you, as well as their general state of health, as long as
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.
During your bond, you can spend an action to attempt to
connect with the bonded creature’s senses. The target makes
a Constitution saving throw against your spell save DC. If
they succeed, the connection is resisted, ending the bond.
You suffer 2d6 necrotic damage. Upon a failed saving throw,
you can choose to either see through the eyes of or hear
through their ears of the target for a number of rounds equal
to your Wisdom modifier (minimum of 1). During this time,
you are blind or deaf (respectively) with regard to your own
senses. Once this connection ends, the Crimson Bond is lost.

CharaCter Opti Ons

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.

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