top of page

Search Results

95 results found with an empty search

  • Kobold | Halcyon D&D

    Kobold Racial Guidelines Basic Traits Racial Traits Kobold Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ancestry in the glint of their scales and in their roars. Legends tell of the first kobolds emerging from the Underdark near the lairs of the earliest dragons. In some lands, kobolds serve chromatic or metallic dragons—even worshiping them as divine beings. In other places, kobolds know too well how dangerous those dragons can be and help others defend against draconic destruction. Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed, their cry resonates with draconic power. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands The Underdark Jungles of Chult Caverns beneath the Spine of the World The Dragon Coast Remote mountainous regions throughout Faerun Deities Kurtulmak Gaknulak Dakarnok (Lesser known deity) Dragons Enmity Hated by nearly all humanoid races Gnomes (generational prejudice and hatred) Affinity Hated nearly all humanoid races and held little to no alliances with others Dragonborn (Wary, cooperative) Dire weasels Dragons Notable Features Small and nimble, reptilian scaled skin, natural trapmakers, fear-driven but clever, sunlight sensitivity, strong pack mentality, skilled miners and diggers, quick reflexes, distrust of larger races, omnivorous with preference for insects and small game. Basic Traits Height Being smaller than 140 results in Conan wonkin ess, so please keep in mind that proportions must remain believable. Min: 100 cm (3'3") Max: 110 cm (3'7") Langua ges Common Draconic Life S pa n A dult hoo d: 18 years Longevity: 120 years Mo vement 3 ti le s per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Brave Defiant in nature, kobolds are immune to being frightened. Craftiness Kobolds, often underestimated, are clever creatures. You are proficient in Arcana and Sleight of Hand. Natural Magic (Arcane) Kobolds are attuned to the basics of draconic sorcery. You know the Fire Bolt cantrip.

  • Blood Hunter | Halcyon D&D

    Blood Hunter Class Features Blood Curses Ghostslayer Lycan Mutant Profane Soul Far from the judging eyes of society, blood hunters have mastered the secretive techniques of hemocraft, finding blood magic’s esoteric nature effective against evils that resist divine rebuke or arcane bindings. Through careful study and practice, blood hunters hone the rites of hemocraft into unique combat techniques, forfeiting a portion of their own health to call blood curses down upon their enemies or summon the elements to aid their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force dedicated to protecting the innocent. Whether driven by the wish to make a difference, the need to take vengeance, or the hope of finding a place to belong in an uncaring world, every blood hunter has their own reasons for undertaking the ritual of the Hunter’s Bane that starts them on this path. In joining an order of blood hunters, one also joins a family bound by service to each other and a common cause. For many, this might be the only family they have left—or have ever known—making the kinship felt between blood hunters an all-but-unbreakable bond. In choosing this path, every blood hunter irrevocably gives a part of themself to their cause—physically, emotionally, and sometimes morally. Each order of blood hunters practices its own ideals and methods, often employing techniques with dark origins that test the strength and will of those who employ them. Many wrestle with the fear of losing this struggle. And so a life of discipline and vigilance drives a blood hunter’s travels as they wander the countryside, in search of like-minded adventurers and whispers of dark deeds afoot. Applications: Closed Limited Slots Blood Hunter Subclasses Class Features Basics Base Hit Points: 64 Hit Points per Advancement: 13 Actions: 2 Attack, 1 Bonus, 1 Reaction Blood Curses: Level 8: +1 Level 10: +2 (3) Casting Attribute: Intelligence or Wisdom Startin g Kit Shortsword Shield Chain Shirt Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Saving Throws: Dexterity, Intelligence Skills: Arcana, Investigation Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Hunter's Bane After surviving the Hunter’s Bane, a painful, scarring, and sometimes fatal ritual required to become a bloodhunter -- your body is empowered to c ontrol and shape hemocraft magic, using your own blood and life essence to fuel your rites and blood curses. You are immune to vampirism, and your blood is considered both toxic and inert to vampires, granting them no benefit when feeding upon you by any means. Becoming any form of Undead will render your blood inert, returning you to a base class Fighter. Crimson Rite You learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy; causing them to deal an additional 1d8 damage matching the element. As a bonus action once per combat, you can activate a rite on the weapon you are holding which lasts for the duration of said combat. When you activate a rite, you take 1d8 necrotic damage. This damage cannot be reduced in any way. You may choose fire, cold, or lightning damage for your rite. Brand of Castigation When you damage a creature with your active Crimson Rite you can channel hemocraft magic to sear an arcane brand into that creature. You always know the direction to the branded creation so long as it remains on the same plane as you. Each time the branded creature deals damage to you, or a creature within within .5 tiles of you, the creature takes 1d8 psychic damage. This damage may only be applied once per turn. Brand of Tethering Requires Level 12 Creatures branded by your brand of castigation must make a Wisdom Saving Throw when they attempt to teleport or leave its current plane by any means. On a failure the attempt to teleport or leave the plane fails and the target takes 4d6 psychic damage. On a success the target takes 2d6 psychic damage. Blood Hunter Order Each blood hunter commits to an order of blood hunters whose philosophy will guide them throughout their life: the Order of the Ghostslayer, the Order of the Lycan, the Order of the Mutant, or the Order of the Profane Soul, each of which is detailed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the fighting styles from the Feats page. You can't take a Fighting Style option more than once, even if you later get to choose again. Class Expectations All Blood Hunters have undergone the Hunter's Bane in the past, enabling their hemomancy. This pro cess has an extremely high level of mortality and leaves those who survive with some sort of physical, emotional or moral piece of them removed. It is only undergone by those who atleast a t one point in their lives truly wished and are/were willing to die for their specific cause. All Blood Hunters should have some level of obligation to their duty, and in some cases honor. An Order of the Lycan Blood Hunter would be shamed by being cured of Lycanthropy, and would often happily go through the taming ritual again and be re-cursed to reattain it while striving towards using their abilities for good. A Ghostslayer Blood Hunter is always going to be at the very, very least weary and watchful of even the most seemingly harmless undead while a majority loyal to their order will be zealous enough to want to destroy them on the spot. Ontop of this, all Blood Hunters at their core will hold some part of their Orders to be vigilant against evil and life threatening beings of all kinds. Blood Hunters who instead embrace, accept and work with those that oppose their order's beliefs are subject to a warning and ultimately a character retirement if they continue to push the bounds of the class fantasy without an proper, extremely good roleplay reason to do so. Blood Curses After surviving the Hunter's Bane, your blood becomes active towards the use of hemomancy, including versatile rites and curses to give you an edge over your foe. These are replenished once per Short Rest. Level 8 Level 10 Level 12 Blood Curse of Bloated Agony Blood Curse of the Eyeless Blood Curse of the Bloated Agony A s a bonus action with a cost of 1 class resource and 1d8 damage to yourself, you curse a creature that you can see within 4.5 tiles of you. The creature must make a Constitution Saving Throw (DC 8 + Spell Bonus). On a failure, cause the creature's body to swell until the end of its next turn. For the duration, every tile that the creature moves it takes 2d4 necrotic damage. Blood Curse of the Eyeless As a reaction with a cost of 1 class resource, when a creature you can see within 3 tiles of you makes an attack you may choose to give the target a -4 to their Hit Bonus (Melee), Hit Bonus (Ranged), and Hit Bonus (Spell) score until the end of their next turn. Blood Curse of the Fallen Puppet Blood of the Fallen Puppet When a creature you can see within 4.5 tiles of you drops to 0 hit points, you can use your reaction and 1 class resource to instill that creature with a final act of aggression. The creature may willingly accept the curse, or try to resist it, making a Wisdom Saving Throw (DC 8 + Spell Bonus). On a save success, it falls in combat as normally. On fail or willful accept, the creature immediately takes it's most aggressive possible single attack or cantrip on a target of your choice. Blood Curse of Binding Blood Curse of the Marked Blood Curse of Binding A s a b onus action with a cost of 1 class resource, you attempt to bind a large or smaller creature you can see within 4 tiles of you which must make a Strength Saving Throw (DC 8 + Spell Bonus). On a failure, the creature is restrained and cannot take reactions until the end of its next turn. Blood Curse of the Marked As a bonus action, you mark a creature that you can see within 3 tiles of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you may deal your rite damage an additional time. Subclass: Order of the Ghostslayer The Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mystery of the transition from life, and the unholy power that can cause the dead to rise once more. These zealous blood hunters make it their life’s work to destroy the scourge of undeath wherever it is found, tuning their abilities to engage undead creatures and those who manipulate the necromancy that creates them. Bon us Proficiencies Skills: Perception Blood Curses: Level 8: +1 (4) (Curse Specialist) Rite of the Dawn Rite of the Dawn is applied whenever you use your Crimson Rite feature. Your Crimson Rite deals radiant damage and sheds a bright light out for 2 tiles in all directions around you, and you gain necrotic damage resistance. Curse Specialist You learn to master blood curses. You gain 1 additional class resource. Aether Walk At the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects but may not end your turn inside of an object. This may only be used once per long rest. Brand of Sundering Your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you deal an additional 1d8 radiant damage. Additionally, the branded creature may not move through creatures or objects. Dispels and prevents Ghost Walk. Rite Revival Requires Level 12 You learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have crimson rite active and you are reduced to 0 hit points, you can choose to have your active crimson rite end and drop to 1 hit point instead. Only works if your weapon the rite is applied to is in your hand when you hit 0. Blood Curse of the Exorcist Requires Level 12 As a bonus action with a cost of 1 class resource and 1d8 damage to yourself, you choose one creature you can see within 4 tiles of you that is charmed, frightened, or under a possession effect. That target is no longer charmed, frightened, or possessed. The creature that charmed, frightened, or possessed the target takes 3d6 psychic damage and must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or be stunned until the end of their next turn. Subclass: Order of the Lycan The ancient curse of lycanthropy is feared by nearly all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud group of blood hunters who undergo “the Taming”—the ceremonial infliction of lycanthropy by a senior member of the order, for those who do not already carry the curse before seeking this path. These hunters then use the magic of their blood to harness the power of the monster they harbor, without losing themselves to it. Using intense will and secret blood magic rituals, members of the Order of the Lycan learn to control and unleash their hybrid forms for short periods of time. Enhanced physical prowess, unnatural resilience, and razor-sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to their own hunger. As lycanthropy will not take to Dhampir, this subclass cannot be chosen by Dhampir. Bonus P roficiencies Skills: Athletics Attack Bonus (While Transformed) Level 10: +2 Hybrid Transformation You can tap into the Curse of Lycanthropy to unfurl a hybrid form twice per day, increasing Attack Bonus by 2, granting 1d6+stat unarmed attacks for main and offhand, and 1+con regeneration below 50hp.You may use your crimson rite to apply it to both of your claws as one weapon, if you have not already used it. Regardless of if you are in this form or not, you have vulnerability to silver weapons, which will deal 2d6 more damage to you and nullify your regeneration until your next turn. Blood Curse of the Howl Requires Level 12 As an action with a cost of 1 class resource and 1d8 damage to yourself, you unleash a blood curdling howl. All creatures within' 6 tiles of you that can hear you must make a Wisdom Saving Throw (DC 8 + Spell Bonus). On a failed save, a creature is stunned until the end of their next turn or frightened on a successful one. Cannot be cast when silenced, and does not affect those who are silenced. Subclass: Order of the Mutant The process of undertaking the Hunter’s Bane ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed—and not always for the better. Over generations of experimentation, a splinter order of blood hunters honed the way in which hemocraft alters the body, using corrupted alchemy and toxic elixirs to alter their blood even further. Over time, they have modified their capabilities in battle, becoming something beyond what they once were. Calling themselves the Order of the Mutant, these blood hunters now specialize in assessing the strengths and weaknesses of their foes, altering their biology to be best prepared for any conflict. Bonus Proficie ncies Skills: Acrobatics Mutagens Level 10: +2 Level 12: +2 (4) Strange Metabolism Your body adapts to toxins and venoms, ignoring their corrupting effects. You gain resistance to poison damage and the poisoned condition. Brand of Axiom As a reaction, and at the cost of 1 class resource, enemies affected by Brand of Castigation cannot go invisible, or utilize illusions against you. If the creature has shape changed in the combat (including pre-buff phase), it must succeed a Wisdom saving throw DC (8 + Spell Bonus) or revert to it's true form. If a branded creature attempts to alter it's form each time there after, it must succeed on a Wisdom saving throw (8 + Spell Bonus) or have the attempt fail. Mutagen (Aether) As a bonus action, you imbibe a Mutagen of Aether. Converts all movements you make to flying, and gives you disadvantage on Strength and Dexterity Saving Throws for the remainder of combat. Mutagen (Mobility) As a bonus action, you imbibe a Mutagen of Mobility. Immediately removes any grappled, restrained, or paralyzed conditions and gives you disadvantage on Strength and Dexterity Saving Throws for the remainder of combat. Mutagen (Precision) As a bonus action, you imbibe a Mutagen of Precision. You gain a +2 Attack Bonus and have disadvantage on Strength Saving Throws for the remainder of combat. Mutagen (Rapidity) As a bonus action, you imbibe a Mutagen of Rapidity. Your movement speed increases by 1 tile and you have disadvantage on Intelligence Saving Throws for the remainder of combat. Mutagen (Cruelty) Requires Level 12 As a bonus action, you imbibe a Mutagen of Cruelty. You may make another weapon attack this turn and have disadvantage on Intelligence, Wisdom, and Charisma Saving Throws for the remainder of combat. Mutagen (Reconstruction) Requires Level 12 As a bonus action, you imbibe a Mutagen of Reconstruction. For the remainder of combat, if you are below 50 hit points, you will regain hit points equal to your Attack Bonus at the start of each of your turns. Your movement speed is also decreased by 1 tile for the remainder of combat. Blood Curse of Corrosion Requires Level 12 As a bonus action with a cost of 1 class resource and 1d8 damage to yourself, you cause a creature within 4 tiles of you to take 4d6 necrotic damage. They must also succeed on a Constitution Saving Throw (DC 8 + Spell Bonus) or become poisoned until properly cured by the appropriate means. Subclass: Order of the Profane Soul Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance. So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price. Bonus P roficiencies Skills: Deception Mystic Frenzy When you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action (1d20 + Attack Bonus vs AC). Blood Curse of the Souleater Requires Level 12 As a free action with a cost of 1 class resource and 1d8 damage to yourself, offer up the life energy of a fallen creature to your patron in exchange for power, granting you both +2 to Proficiency bonus, resistance to all damage until the end of the turn and regaining a spent pact magic slot. Can only be done once per target, per combat. Rite Focus Your weapon becomes a conduit for the power of your pact with your chosen patron. While you have an active crimson rite, you can use your weapon as a spellcasting focus for your warlock spells, and you gain a specific benefit based on your chosen pact. Archfey - When you damage a creature with a weapon for which you have an active crimson rite, that creature becomes illuminated until the end of their next turn. The Celestial - As a bonus action, you expend one use of your Blood Curses feature to heal one creature you can see within 6 tiles of you. That creature regains a number of hit points equal to 3d8 + WIS/INT. The Fiend - While using the Rite of the Flame, you deal an extra 2 fire damage to your target when applying your rite damage. The Great Old One - As a bonus action, you expend one use of your Blood Curses feature to frighten a creature and any other creatures you choose within 1 tile for up to two turns. The Hexblade - When you successfully target a creature with a blood curse, you deal damage equal to your Proficiency Bonus to them. The Undying - When a creature is reduced to 0 hit points you regain a number of hit points equal to 1d8 + WIS/INT. Cantrips Pact Magic Chill Touch Eldritch Blast Lightning Lure Eldritch Blast Evocation 1 Action V, S A beam of crackling energy streaks towards a creature within range. 1d10 Force Damage (1d20 + Spell Bonus vs AC) Lightning Lure Evocation 1 Action V You create a lash of lightning energy that strikes at one creature of your choice that you can see within 2 tile of you. The target must succeed on a Strength saving throw (8 + Spell bonus VS STR) or be pulled up 1 tile in a straight line toward you and then take 2d8 lightning damage. 3d8 Lightning Damage Chill Touch Necromancy 1 Action V, S You create a ghostly, skeletal hand in the space of a creature within range. On a hit the target cannot regain hit points until the start of your next turn. 3d8 Necrotic Damage (1d20 + Spell Bonus vs AC) Crown of Madness Hellish Rebuke (2nd) Hex Shadowblade Witch Bolt (2nd) Misty Step Crown of Madness Enchantment 1 Action V, S One humanoid of your choice that you can see within range must succeed on a Wisdom Saving Throw or become charmed by you for the remainder of combat. While charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On each of its turns it can make a Wisdom Saving Throw against your spell DC to end the effect. (8 + Spell Bonus vs WIS Save) Hellish Rebuke (2nd) Evocation 1 Reaction V, S You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity Saving Throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one. (8 + Spell Bonus vs DEX Save) Shadowblade Illusion 1 Bonus Action V, S You weave together threads of shadow to create a sword of solidified gloom in your main hand. This magic sword lasts for the duration of combat, dealing 2d8 psychic dam age a hit. Witch Bolt (2nd) Evocation 1 Action V, S A beam of crackling, blue energy lances out towards a creature within range. Make a ranged spell attack against the creature. O n a hit, the target takes 2d12 lightning damage and you are able to deal damage to the target again on the next turn without needing to roll to hit again or taking the cost of a spell slot. If you choose to take any other action, the effect will fade. (1d20 + Spell Bonus vs AC) Misty Step Conjuration 1 Bonus Action V Briefly surrounded by a silvery mist, you teleport up to 4 tiles to an unoccupied space that you can see. Acquired at 10th Level Hex Enchantment 1 Bonus Action V, S You place a curse on a creature that you can see within range. You deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. You may move this to a new target when the first reaches 0 hit points. Flavor Spells The following spells are included in the sorcerer's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They are only to be used to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 8 Control Flames Mage Hand Minor Illusion Prestidigitation Illusory Script Control Flames Transmutation 1 Action S You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Minor Illus ion Illusion 1 Action S, M You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation ) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Mage Han d Conjuration 1 Action V, S A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. Prestidigitation Transmutation 1 Action V, S This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusory Script Illusion 1 Minute S, M You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.

  • Mind Flayer | Halcyon D&D

    Soul-Wight Creation Features Weaknesses Mind Flayer By willingness or force, you were forged by a dark ritual, removing your soul and placing it within a vessel to give you a new, boundless body as a vehicle for your whims. You serve to empower other undead creatures in their fight against the living, proving to be a tool for vengeance and carnage alike. So long as your soul remains, your war never ends. Whether you underwent this ritual of your own choosing to empower yourself or were forced to rise as a Soul-Wight by another. Your soul resides within a Soul Coin that remains in your possession or in the hands of another. Whoever holds it controls your destiny. Either by choice, or by force, you serve those who seek to turn undead against the living. Your new powers are beyond that of normal undead and you may retain the memories of your previous life, though they may be muddled, broken, or gone entirely after undergoing the rites of transformation. Creation This is a roleplay acquired affliction. To make a Soul-Wight, you must first access Restricted Research and learn about the Libram of Souls and Flesh. With possession of the libram, you may take Soul Slivers as a consequence to PvP. Researching the Libram of Souls and Flesh also unlocks the ability to perform the ritual of Soul Raising. Ritual of Soul Raising Must be performed on Unholy Hallowed Ground. All reagents are lost regardless of ritual roll. 10x Soul Slivers 1x Diamond 5x Incense 25x Arcane Residue 1x Living Creature who is the Target (( A player must consent to becoming a Soul-Wight. The ritual will always succeed.)) Features A character loses access to their race, class, and subclass by choosing this affliction. You do not require character levels or experience to access features. You may attune to non-class restricted magic items. Basics Base Hit Points: 68 Actions: 2 Attack, 1 Bonus, 1 Reaction Proficiencies Armor: None Weapons: None Proficiency Bonus: +4 Magical Resistances Your kind hail from a realm far away. It has helped shape you survive in more harsh realities. You gain Physical Damage Resistance to all attacks. +1 to all Saving Throws, and your base Armor Class increases by 3. Mind's Hunger llithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. The strain of combat intensifies this need. If you are under the effects of the Steeled Mind buff from using the Extract Intellect Consequence in the last 48 hours your Mind's Hunger starts at 0. Otherwise it is set to 6. Mind Blast As a Full Round Action the Mind Flayer magically emits psychic energy in a 3 tile cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 4d8 + 4 psychic damage and be stunned until the end of their next turn. Increases Mind's Hunger by 4. Summon Intellect Devourer Mind Flayers breed intellect devourers to serve as roaming hunters of the Underdark, creating an intellect devourer by taking the brain of a thrall and subjecting it to a horrible ritual. They then summon them to their side in combat to aid in their master's evil plans. You may control one minion at a time, it shares your AC and Saving Throws but has its own hit points. As a bonus action on each of your turns, you may shield yourself and any allies within 1 tile with psionic energies. Granting them +1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma Saving Throws until the end of their next turn. Extract Brain Call forth one of your thrall, sacrificing them for your grand designs. Your active minion's HP becomes 0. You reduce your Mind's Hunger by 2. Psionic Commander When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. These thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape. As a reaction when you have an active Minion you may order it take the damage intended for you. Reducing the amount you take by, up to, the minions remaining Hit Points. Innate Spellcasting You have a natural talent for dealing in magics that effect the minds of others. Additionally you gain a +2 bonus to Spell Bonus (INT). You may cast the following spells with your available spell slots: Weaknesses Illithid Weaknesses You have weakness to psychic damage. Sunlight Sensitivity While in sunlight, the soul-wight has disadvantage on perception checks that rely on sight. Shackled Soul When you were created, your soul was used as a catalyst in the ritual. It was bound within the confines of a Soul Coin that now exists on this plane. So long as this coin exists, you cannot be destroyed. If you fall in battle and your body is destroyed you will manifest again so long as your soul remains tethered to this coin. Whoever possesses this coin can exert great control and command over you as they hold your very existence in the palm of their hand. Curse of the Grave Healing magics have no effect on the undead.

  • FAQ | Halcyon D&D

    CLASS FAQ Storylines and DMNPC Encounters Within the world of Faerun, there are many gods, goddess, and tenets that the faithful follow absolutely. Here you will find class and race expectations for a multitude of situations you will find within Halcyon. Cleric Storylines and DMNPC Encounters Clerics must be dedicated to the service of an individual deity within our approved Forgotten Realms pantheon. Additionally your Clerical Domain must match with your chosen deities portfolio. For example a cleric of Selune cannot be a Death Domain Cleric. As such you are always under the watchful eye and scrutiny of your deity. Meaning you must follow their tenets, preachings, and otherwise represented their wishes on the material plane. Failure to do this will result in warning. Extreme cases or ones where forgiveness is not sought will result in the character be swapped to level 8 fighter and barred from returning to their particular clergy again. Clerical Expulsion When there is substantial evidence that one has gone against their deity's convictions, they are subject to being pulled into disputes. The player will be given a list of what exactly was broken in regards to their deities tenets and will receive a stacking Shaken debuff depending on the severity of their actions. The player will be required to do a one week check in with screenshots of their roleplay. They will need to show how they are affected by breaking the laws of their deity throughout this week. There must be signs of penance given to their actions and how they are realizing and changing their ways to hold themselves accountable and for their deity to bestow them once more. If the player has gone against their deity's tenets to the point they receive four stacks of the Shaken debuff, they will be immediately stripped. Each week of penance must be focused on one aspect of the Cleric's specific convictions that was broken and must show how that has been amended. Staff will read these over after it is submitted via a DM ticket. The player will be given a warning for the future at this time and the debuff will be removed if penance is accepted. If the same laws or convictions of the deity are broken again, or the Cleric has not cleared any of their Shaken stacks in a reasonable amount of time, the Cleric is liable to be stripped. Paladin Storylines and DMNPC Encounters All Paladins must adhere to the tenets of their given oath. These are all listed under each subclass' appropriate section. For example, an Oath of Glory Paladin believes in facing hardships with courage and encouraging others to do so. Meaning you are likely not to see one surrender a fight or run away just because things have gotten tough. Paladins who go against the beliefs of their oath will receive a warning. Continued failure to meet the expectation for one's chosen subclass will result in the character losing access to their paladin abilities and becoming a level 8 fighter. Paladin Expulsion When there is substantial evidence that one has gone against their tenets, they are subject to being pulled into disputes. The player will be given a list of what exactly was broken in regards to their Oath and will receive a stacking Shaken debuff depending on the severity of their actions. The player will be required to do a one week check in with screenshots of their roleplay. They will need to show how they are affected by breaking their tenets, throughout this week. There must be signs of penance given to their actions and how they are realizing and changing their ways to hold themselves accountable. If the player has broken multiple tenets, each week of penance must be focused on one tenet and must show how that tenet has been amended. Staff will read these over after it is submitted via a DM ticket. The player will be given a warning for the future at this time and the debuff will be removed if penance is accepted. If the same tenets are broken again, or the Paladin has not cleared any of their Shaken stacks in a reasonable amount of time, the Paladin is liable to be stripped. Oathbreaker When one has gone against their tenets for a substantial amount of time, they are liable to walk the path of the Oathbreaker. For those that have broken their oath, they may choose to go against any form of penance, and instead continue the path of selfish gain. The player must show a reasonable amount of roleplay that shows the corruption of prior tenets. They will need to show how they are affected by the dissolution of their tenets, and story elements that show justification for doing so. Each week, the player wishing to go through this process will submit their roleplay via a DM ticket. Each week must be focused on one tenet and must show how that tenet has been corrupted. Staff will read these over after it is submitted. If you receive Shaken debuffs for breaking your tenets without the explicit intention for Oathbreaker process, you will first have to go through penance for all of the stacks accrued and you will have to restart this process over again. The player will be given feedback for the future at this time as well as another stack of the Shaken debuff. This process will continue until all four tenets have been corrupted. After a successful narrative journey, the subclass will be approved and an Oathbreaker will be created. Please inquire in a DM ticket for more information on this process. Afflictions Storylines and DMNPC Encounters Players with afflictions are expected to be notable members of the community, and help drive narrative. This includes players who have been turned through IC means. Each affliction has listed drawbacks that should be adhered to at all times and followed within the spirit of their design. For example, vampires should still avoid the sun despite it not instantly destroying them as a roleplay concession. And should constantly crave blood and seek it out despite us generally not enforcing a strict policy on feeding. Lycanthropes should adhere to full moons and actively go into a blood-crazed state during them. Not only attacking their friends, or being caged up through the entire event. As an afflicted, you will be expected to be a driving force to cause a wider narrative that coincides with expectations of the affliction. They are intended to engage with the community at large in various aspects. While intrigue and diplomacy is an important part of their existence, there will always be a need for more. For vampires this is the eternal conflict to accrue blood by any means necessary, usually by taking it in combat. For lycanthropes the inner rage and fury that they have, which culminates in the Full Moon, usually also is only calmed by mauling in combat. Even if they are sating themselves in private company, that will eventually be insufficient, and they'll find themselves out prowling. While afflictions are not exclusively combat driven, many of their tendencies and needs revolve around conflict in some manner, and you will be expected to adhere to these expectations. Failure to be respectful towards other players, or follow the intention of your affliction can result in it being removed. Bites and Repercussions Players may find True Vampires or Greater Werewolves at their leisure to extend narratives as well as proffer for bites. When a bite is given to a character, subsequent roleplay will be submitted into a DM ticket. There, it will be reviewed and approved or denied. While it is being voted on by Staff, a bitten character will have a debuff called Cursed (III). This works similar to Death’s Door. You are weakened by the ancient curse coursing through your veins, and as such you will be expected to roleplay as if you are in an exhausted and feeble state as your body tries to fight, or submit, to the curse. After your application is approved or denied, the debuff will be removed. You may not roleplay as if you are already turned during the application process. Afflicted Commendations Every afflicted character gains the ability to use /commend [Player] to issue out a reward as thanks for their roleplay with another player. This is a show of gratitude, and reward for engaging with the afflicted player in a constructive and helpful manner. It is entirely at the discretion of the afflicted player if, and whom they give their commendation to each week if any. Every Afflicted Character will receive the ability to give 1 Commendation per weekly reset. Each player may only receive 1 Commendation per weekly reset. Afflicted characters may not receive Commendations. The roleplay leading up to commending another player must focus on the use of the affliction. For example you cannot have a nice time in a tavern with someone, and award them a Commendation without roleplay surrounding your Vampirism or Lycanthropy. Additionally: You may not give your Commendation to a member of your Clan or a known OOC associate. This is at staff's discretion. You may not give your Commendation to the same character week after week. These should ideally be spread and encourage branching out per your affliction guidelines. Any attempt to circumvent the spirit of the system in any manner will result in a retirement of the afflicted character and a prevention from using any such systems going forward. Commendations may be exchanged with a Bard NPC in the Wharf for a selection of rewards. Guild Reputation, Loot Table Rolls, or Marks of Service. Application Activity Storylines and DMNPC Encounters Due to the demand for these slots, there will be check-ins for Afflictions and Limited Application Slots every 4 weeks. If you are not in compliance with activity, limits and expectations of the given race or affliction you will be subject to being ticketed to be informed the character will be auto-shelved. You will lose all progress that requires screenshots- equipment, languages, researches, ect- as well as the whitelisted role. You will also be required to re-whitelist a new character. If there is an elongated time you will be off Halcyon- vacation, sickness, ect- then please open a Moderation Ticket to alert Staff.

  • Firbolg | Halcyon D&D

    Firbolg Racial Guidelines Basic Traits Racial Traits Firbolg Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself within the firbolgs' souls. Centuries later, that magic still thrums inside a firbolg, even one who has never lived under the boughts of a great forest. A firbolg's magic is an obscuring sort, which allowed their ancestors to pass through a forest without disturbing it. So deep is the connection between a firbolg and the wild places of he world that they can communicate with flora and fauna. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Moonshae Isles Oman's Isle Deities Iallanis Othea Ulutiu Grond Peaksmasher (Moonshae Isles Firbolg) Kazgaroth (Moonshae Isles Firbolg) Enmity Dwarves Affinity Generally amicable with many races and people Notable Features Distant relative of giants, they resembled humans and males had thick beards, tough skin and were pinkish in hue, did not have tails, love nature and one with it, innate magical abilities, wise and observant, affinity for druidic magic, live in secluded communities, primarily vegetarian with only a few dishes with meat. Basic Traits Height Min: 210 c m (6'11") Max: 245 c m (8'0") Langua ges Common Giant Life S pa n Adulthood: 30 years Longevity: 500 years Mo vement 3 ti le s per turn Racial Traits Firbolg Magic You can cast Detect Magic and Disguise Self with this trait. Once you cast either spell, you can't cast it again with this trait until you finish a long rest. Hidden Step As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. Speech of Beast and Leaf You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

  • Progression Guide | Halcyon D&D

    Progression Guide Adventurers of Halcyon will begin their journey through three level brackets. These are represented in-game as Level 8, 10, and 12. These are, however, not 1:1 representations from Dungeons and Dragons 5th Edition to here. A 12th level player in the aforementioned game system is reaching the level of a demi-god and is a world influencing force. This largely invalidates many threats and places them in the realm of trivial tasks. These levels were chosen as a base for selecting abilities from the source material. We see our players filling the role of veteran adventurers once they reach our 12th level bracket and more along the lines of 8th level in source material. 1,500 Character Experience is needed to reach 10th Level. 4,000 Character Experience is needed to reach 12th Level. Experience Acquisition Every 3 days a character may seek out training at Varelmere. You will receive 500 experience per visit. Players may exchange 3 Marks of Service to receive 500 experience. Character Adva ncement Upon reaching the required amount of experience characters need to visit the Fountain of Advancement found in either Varelmere or the Encampment. You will then use /level to level up your character when you have the correct experience points. Then you will use /character to grant yourself a Feat or the free Advanced Attribute. Class Change In order to go about changing your class, you must receive 4 training credits that match the class you are changing into. These may only be obtained once every 3 days from a mentor. Mentors must be level 12 to qualify. Each class is given an identifier. They are either: Martial, Caster, or Hybrid. Martial Classes are those that are able to make two attack actions, and Rogue. Caster Classes are those that get access to the Feature: Spellcasting perk on their character sheet. (If you have Spell slots.) Hybrid Classes are given by classes/subclasses and are those that get two attack actions, and that get access to Feature: Spellcasting on their character sheet. (Paladin, Ranger, Eldritch Knight, Valor Bard, Bladesinger, Arcane Trickster, etc...) Once a mentor has been found, you must complete at least 1 hour of roleplay with them going over material that would be applicable to your new class. When you give out training sessions, you will give out Martial, or Caster credit depending on your class type. Additionally, Hybrids may choose to give out either or when they give out training sessions. The session must focus on that classes' area of expertise. For example, if you get a Martial typed session from an Eldritch Knight it needs to be about the martial aspects, and not the magical ones. When changing to a Hybrid class (such as Paladin or Ranger), you will need to complete at least 1 Martial and 1 Caster lesson. If you receive at least one training session from the class you are changing into, you will receive a one time bonus of 2 training credits for that session. A player is responsible for taking screenshots of the entire roleplay (minimum of 1 hour) from start to finish. Timestamps must be included in the screenshots or they will be voided. Please use the /timestamp before and after the session. Please submit all three sessions in one ticket, at the same time, via a Character Change ticket under our Progression Ticket Requests . These sessions will be reviewed by staff and will be approved on grounds of effort, growth, and engagement displayed. When your class is changed you will become level 8 and the subclass of your choosing. However, if you receive all of your credits from someone of the same class and subclass that you are desiring to train to, you will start at 10th level. You cannot class change into the following classes: Blood Hunter. Oathbreaker (Paladin). You may only change your character's class once per season. Subclass Cha nge In order to change your subclass to another provided by your current class, you must undergo 2 sessions (each separated by at least 3 days) with a mentor that belongs to the subclass you are trying to change to. Mentors must be 12th level to quality. A player is responsible for tak in g screenshots of the entire roleplay (minimum of 1 hour) from start to finish. Timestamps must be included in the screenshots or they will be voided. Please use the /timestamp command before and after each session. Please su bmit both sessions in one ticket, at the same time, via a Character Change ticket under our Progression Ticket Requests . These sessions will be reviewed by staff and will be approved on grounds of effort, growth, and engagement displayed. If you cannot find the exact subclass for your current class, you may undergo four sessions (each separated by at least 3 days) with a mentor that belongs to the same class you are trying to change to. This will hard reset your class and you will be lowered to level 8. When your subclass is changed you will be lowered to level 10. You may only change your character's subclass once per season. You cannot subclass change into the following subclasses: Oathbreaker (Paladin). Profession Change In order to go about changing your profession, you must receive 3 training credits that match the profession you are changing into. These may only be obtained once every 3 days from a mentor. Mentors must be level 3 in the profession you are changing into. A player is responsible for taking screenshots of the entire roleplay (minimum of 1 hour) from start to finish. Timestamps must be included in the screenshots or they will be voided. Please use the /timestamp before and after the session. Please submit all three sessions in one ticket, at the same time, via a Character Change ticket under our Progression Ticket Requests. These sessions will be reviewed by staff and will be approved on grounds of effort, growth, and engagement displayed. You may only change your character's profession once per season.

  • Changeling | Halcyon D&D

    Changeling Racial Guidelines Basic Traits Racial Traits Changeling Applications: Closed Limited Slots With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For other changelings, a new face may reveal an aspect of their soul. The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those changelings who have never set foot in the fey realm. In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape is referred to them as a mask, while one having more detail is a persona. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Aglarond Amn Calimshan Cormyr Damara Impiltur Silverymoon Deities Selune (Changelings left in monasteries) Mask Enmity Human Elves (Wariness) Dwarves (Slim Patience) Affinity Humans Elves (Wariness) Halfing Gnomes Notable Features Shapechangers able to alter appearance, natural deception skills, empathetic and adaptable, often secretive, keen insight into others, variable skin tones and hair, subtle magical talents, social chameleons, often mistrusted, omnivores Basic Traits Height Min: 115 c m (3'9") Max: 175 cm (5'9") Langua ges Common Sylvan 1 Choice Life S pa n A dult hood: 18 years Longevity: 100 years Mo vement 3 ti le s per turn Affliction Limitations Changelings are considered shapechangers and are not able to become Vampires/Werewolves Racial Traits Changeling Instincts Living lives and taking on faces not their own is as easy and familiar as breathing to a changeling. You are proficient in Deception, Insight, and Persuasion. Shapechanger As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die. This shapechange is not detectable via magic like the spell Disguise Self is, for example. Mask of Many You may use an enhanced Disguise Self once per 7 days. This guise mirrors a creature’s face, voice, and body type. This ability lasts up to 24 hours. (You must open a DM ticket after using this ability with the mask name and appearance.) Persona/Mask Rules You may have 2 personas not including the natural Changeling form. Upon creation of a persona, you are required to take a screenshot of said persona and document it along with their name and submit both via a DM ticket. If a face is changed or retired, this must be annotated through the same method. You may have 1 face change per season. You may not shape into small / large races. (I.E. Goliath, Oni, Gnome, Goblin, Kobold, and other purple borders including Avariel.) Masks are permitted with the stipulation that they are only temporary minor adjustments to the chosen persona they’re applied on, including items exclusive to that racial kit. You may not take the identity of another player character. This extends to their ToT Presets, using another character's name via /act, or any means which would directly duplicate another PC. Failure to abide by these stipulations or abuse of the race may result in a retirement of your character and a suspension from future applications.

  • Combat Guide | Halcyon D&D

    Combat Guide Halcyon utilizes a custom RPR system for our player versus player combat based around the Dungeons and Dragons 5e systems. This guide will serve to explain many of those systems to those unfamiliar and serve as a point of reference. Many of the restrictions are hard-coded into the RPR system itself and require little input from the user to function correctly. RPR Basics Turn Economy Status Effects Wounded Levels General Combat Rules Weapon Abilities Conquest Event Rules Ability Scores Each character has six different ability scores that points can be assigned to. They are: Strength - measuring physical power. Dexterity - measuring agility. Constitution - measuring endurance. Intelligence - measuring reas oning and memory. Wisdom - measuring perception and insight. Charisma - measuring force of personality. Hit Points All players start with 25 hit points. Each point into the Constitution Attribute grants 6 additional hit points. This is added onto the hit poi nts you receive for your class. Skills There are a total of 19 different skills, all of which have a base attribute. Your skill increases by 1 for each attribute point matching the appropriate skill. Skill values can only be increased in this way, by proficiencies earned through races and classes, or through acquired items. Chosen Attributes During character creation, you may select two ability scores to increase b y 1. These may not be stacked onto the same ability. Once you reach level 12, you may increase a single attribute by 1. Character Level Players begin at level 8 and may advance through various means. When first setting up your character sheet, you will have 8 skill points available to spend in RPR. Place these into your character level skill or you will not be assigned the correct abilities. Point Buy Each character has 13 points to spend on improving their ability scores. Each ability score sta rts at -1. Points may only be added until any one score reaches 2. Attack Actions When you choose to take the attack action on your turn , you may make a number of basic attacks as determined by your class and subclass. This is displayed on your character's stat sheet as "Attack Actions". If you are wielding a weapon in each hand, you may use a Bonus Action to make another weapon attack after making your allotted basic attacks. Spells and Cantrips, unless stated otherwise, each take up your entire Attack Action. You may not make additional attacks even if you have remaining Attack Actions after casting a spell, or cantrip, unless you have a class feature that allows it. Bonus Action Every character has one bonus action to use on their turn. This may be used on any class or racial ability, or spell that states it requires one bonus action. Reactions A reaction is used outside of your turn. This can range from abilities provoked from opponents making attacks on yourself, allies, spell conditions, or from moving away from a player and provoking attack of opportunity. Other Turn Actions On your turn you may choose to the do the following instead of making any attacks, or casting any spells that make use of your action or using any other full round action: Interacting with an object. (Opening a door is your action, locking the door is a second action.) Swapping a single weapon or equipment piece. (Drawing a sword and shield for example is two actions. Initiative & Pre-Buffing / Pre-Drawing Whe n you roll initiative to begin combat, you may immediately either draw your weapons (including shields) or cast a singular self-target buff on yourself. Self target buffs do not include cases where your equipment is the target , for things li ke weapon buffs, and does not include potion use of any kind regardless of the effect. Blood Hunter's Crimson Rite is the only exemption to weapon buffs. Movement Action On your turn, you may move a number of tiles equal to your "Movement Speed (Tiles)" stat. When you begin moving, you'll need to toggle the track movement option on the left side of the RPR menu. You may move before, between, or after taking any other actions. For example, you may make an attack, move, then make your second. Moving out of someone's "threatened tile" allows them to provoke an attack of opportunity. A threatened tile is the entire area around a character that they can reach with a basic attack. A character who has a weapon with a 2 tile reach can trigger an attack of opportunity at a greater distance around them. Additionally, if you have a class feature or ability that grants you a flying speed, you may move an additional amount of tiles equal to the bonus. In the case of flying, you may move vertically with ease; however, when you end your turn, you drift harmlessly to the ground to the nearest tile. You may hover for flavor, but you must be no more than 1 tile above the ground. If you wish to climb an object, such as a wall, during your movement, you do so at half speed. For example, climbing 1 tile costs 2 tiles of movement. Features that allow you climb walls or grant a climb speed allow you to move up vertical surfaces at a normal 1:1 speed. While climbing you may not take any actions, bonus actions, or do anything other than use your movement to climb. If you wish to swim, and you are not a race that has innate swim speed, you will move at half speed in water. Regardless of if your class or a buff provides features to dash, or any ability that counts as a dash you may only do so once per turn. Dash grants Fleet of Foot (+1 tile speed) and doubles the caster's movement (maximum of 4) until the end of their turn. Asleep ᶻz The creature is incapacitated, can't move or speak, and are unaware of their surround ings. The creature also falls prone . Banish A banished creature cannot take any Actions, Bonus Actions, or Reactions. They may not move from their current location. They may not be targeted by any ability or action until the end of their next turn. You may stand up from prone, or use the Help Action on yourself. Bleeding A creature takes 1d4 damage at the start of their turn until they take healing or someone uses their Help Action. Blinded Creature has -2 to attack, spell bonus, and AC while they are blinded. Burning 2d6 additional fire damage will occur at the end of the creature's turn if the "Help" action is not used to clear it Charmed ♥ A charmed creature regards the charmer as a friendly, and it will not attack the charmer unless it is provoked. It is charmed by you until the spell ends or until you or your companions do anything harmful to it. This includes apply a negative status effect to the charmed creatures such as restrained, slowed, etc... Disarmed 🗡 The creature's weapon has been disarmed, they must spend an action to pick it up, or switch weapons. Disadvantage A disadvantaged creature receives a -2 to all to-hit bonuses. Enfeebled All damage originating from Weapon Attacks deal half damage. Exposed An exposed creature has it's AC lowered by 2 Frightened The frightened creature cannot willingly move closer to the source of their fear, and receive -2 to attack and spell bonus. Illuminated An exposed creature has it's AC lowered by 2 and may not go invisible Incapacitated A n incapacitated creature cannot take any actions or reactions on their turn. Invisible Creature cannot be targeted whilst they are invisible with a melee attack or single target spell that requires sight, but a creature can attac k where they were with an AOE. Knocked Prone A prone creature can move at half speed, or can use half movement to stand up. They suffer -2 AC while prone. Poisoned A poisoned cre ature receives -2 to attack and spell bonus. Polymorphed The polymorphed creature can still move, but cannot take any actions or reactions outside of movement . Restrained Restrained cre atures cannot move, but can still take actions. S haken Shaken works depending on it's current stacks, as follows: I -1 All saves, Proficiency II -2 All saves, Proficiency, -1 Spell Slots III -3 All saves, Proficiency, -2 Spell Slots IV -4 All saves, Proficiency, -3 Spell Slots S ilenced A creature cannot do anything that requires a verbal action/component. Slowed Reduces movement speed by half, -2 AC, -2 Dexterity Saving Throws, and -1 Reaction. Stunned A stunned creature is considered incapacitated, and cannot take any actions or reactions on their turn . Wounded Lasts for 72 hours or can be healed prior to that by a 3rd level Cure Wounds spell or having surgery performed. Healing this status reduces it to Recovering (Light) for 8 hours. Acquired upon the loss of any PvP that ends with you at 0 hit points. You receive the following debuffs: -30 HP -5 Attack & Spell Bonus Severely Wounded Permanent. Cured by a 4th level Cure Wounds spell or having surgery performed. Healing this status reduces it to Recovering (Moderate) for 16 hours then Recovering (Light) for 8 hours. Surgery reduces this to the Wounded status. Acquired upon ending PvP with the Wounded status alrea dy applied to your character. Or as a consequence applied following a non-skirmish PvP encounter. You receive the following debuffs: -40 HP -10 Attack & Spell Bonus -2 Movement Speed Death's Door Permanent. Cured by a 5th level Cure Wounds spell. This is only inflicted in the prior stages to a Character Kill (CK) attempt, as a consequence to the failure of a particularly potent magical ritual, or as part of a DM event. Death saving throws will need to be rolled per the DM's discretion if appropriate healing is not administered quickly enough. You receive the following debuffs: -200 HP -10 Attack & Spell Bonus -Cannot perform actions, bonus actions, reactions, or movement Recovering (Light) Lasts for 8 hours. You receive the following debuffs: -10 HP -1 Saving Throws -1 P roficiency Bonus Recovering (Moderate) Lasts for 16 hours. You receive the following debuffs: -15 HP -2 Saving Throws -2 P roficiency Bonus Recovering (Heavy) Lasts for 48 hours. You receive the following debuffs: -80 HP -8 Saving Throws -4 P roficiency Bonus -2 Movement Speed Maimed Permanent. Cured through a magical Regeneration Ritual, or a Potion of Regeneration. Acquired upon being imposed the Maim PvP consequen ce as part of a second PvP encounter or more. You receive the following debuffs: Arm: -4 Sleight of Hand, Loss of Off Hand. Eye: -2 Proficiency Bonus, -4 Perception, +2 Intimidation. Leg: -2 Movement Speed, -4 Athletics, -4 Acrobatics. Tongue: Silenced. Bloodless Lasts for 72 hours. Cured through a magical Lesser or Greater Restoration Ritual, or a Vitality Potion. Acquired upon having blood removed as a PvP consequence. You receive the following debuffs: -1 Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. -1 Saving Throws -10 HP Cursed Permanent. Cured through a magical Remove Curse or Greater Restoration Ritual. Acquired as a PvP consequences. You receive the following debuffs: -2 Proficiency Bonus -2 Saving Throws One Secondary Effect from the curse table. AoE Spells Area of Effect spells can be angled and point targeted to the ground, however all friendlies within' 1 tile of a target inside of an AoE must also be targeted. If you are within' 1 tile of the enemy you are targeting, this includes yourself unless you are using a cone or single-line AoE spell. This can be circumvented by the Careful Spell metamagic, and Sculpt Spells feature from Evocation wizard. What is an Attack? An attack is anything that targets AC. Martial attacks from weapons such as short swords, great swords, longbows and some spells like guiding bolt and inflict wounds go against AC and are Attacks. If it targets a save it is not an attack. This includes spells like Blight, class abilities like Warping Implosion and anything else that does not go against AC is NOT an attack. A strike is any melee weapon and natural weapon hit. Restraints When a creature is restrained its movement changes to 0. This means that a climbing creature or flying creature no longer have climb or fly speed. If the creature is climbing, they immediately fall and if a creature that normally can fly falls, they take fall damage while restrained. Teleporting only removes the Grappled status and not Restrained. Healing Downed Individuals If you are knocked to 0 in combat, and are not friendly sparring you must exit combat to receive your wounded status. If you are healed while down and the combat is still going, you may NOT return to combat. You will remain incapacitated until combat is over. Initiative Ties If you tie with another character on Initiative roll, whichever of the two of you has a higher DEX modifier will go first. If you have the same DEX modifier, roll a /d20 between the both of you. Whomstever then gets the highest roll, will go first. Jumping When needing to cross gaps in PvP a player can jump at half movement speed. Lighting A 1 tile radius around a light source (Such as a torch, candle, or illuminated object such as a weapon affected by Rite of Dawn) is considered bright light. The area one tile beyond that is considered to be dim light during night time. During the day time, anything in the presence of the sun (if you can look up and see the sky) is considered to be in bright light. Day is any time between 06:00 and 17:59 in game time. Night is any time between 18:00 and 05:59 in game time. During PvP, for the purpose of determining lighting rules the time is locked to the moment of the PvP declaration. For example if you declare PvP at 05:50 in game time that instance is locked to Night lighting rules. Additionally, being inside of buildings during the day is considered dim lighting. Being near a light source adjusts this accordingly. For the purpose of determining shadows for class abilities. You may use the shadows of objects around the world. Players, NPCs, and other moveable objects do not leave shadows for use by these abilities. When an area is within darkness it is also considered a shadow. Caravan Escort For this event the team to start it shall have to push a cart by expending an action to push the cart. This will be an automated system that will take the user's action for their turn and the cart will move to the next spot 3 tiles ahead. The defenders must push the cart to the other side of the road to win. Retrieve Supply Crate For this event the team to start it shall have to push to the other side of the arena and spend an action to take the crate. Once this is done they must bring it back to their starting zone and deposit it. Bringing the crate to the attacking team's side will end with a victory for the attackers. Stand your Ground For this event there will be three locations for people to go and claim for their side. The objective of this event is to claim as many points for their own side. To claim a point it will take the user's action and accrue it for the team. The team with the most points at the end will claim victory as long as they are not all wounded. Weapon Ability Base Cooldown: Every time a weapon ability is used it has a base cooldown of: 10, 8, 5, 3, 2 and 2 turns based on the caster's Constitution score. Individual Weapons Cooldown Modifier: Battleaxe: -1 Dagger: -1 Greatsword: +2 Katana: +2 Longsword: -1 Shortsword: -2 Spear: -1 Rapier: -1 Back Breaker As a bonus action after landing an attack with your weapon you may knock your target prone. Concussive Smash As a bonus action after landing an attack with your weapon you may sunder your target. Giving them a -2 to Proficiency Bonus until the end of their next turn. Lacerate As a bonus action after landing an attack with your weapon you make the target of that attack bleed. Cleaving Strike As a bonus action after landing an attack with your weapon you may attempt to follow the attack through. Striking up to two additional targets within range for 1d8 + Strength damage on a success. Flourish As a bonus action after landing an attack with your weapon you may put the target Off Balance. Giving them disadvantage on Strength and Dexterity Saving Throws as well as -2 AC until the end of their next turn. Polearm Master When a target moves into your weapon's range on their own turn, you may use your reaction to immediately make an attack of opportunity against them. Pommel Strike As a bonus action after landing an attack with your weapon you leave the target dazed. Giving them disadvantage on Wisdom Saving Throws and removing their reaction for this turn.

  • Backgrounds | Halcyon D&D

    Acolyte Cloistered Scholar Criminal / Spy Failed Merchant Fisher Folk Hero Entertainer Investigator Noble Outlander Sage Soldier Urchin Acolyte You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. Skill Bonus +2 Insight, +2 Religion Cloistered Scholar As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of the great institutes of learning , where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home—not to abandon it, but to quest for new lore to add to its storehouse of knowledge. The most well known of Faerûn’s fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep’s own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world. Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald’s Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn. Skill Bonus +2 History, +2 Nature Criminal / Spy You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society. Skill Bonus +2 Deception, +2 Stealth Failed Merchant Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended poorly. Whether it was because of outside influences, bad luck, or simply because your business acumen was weak, you lost everything. With failure, however, comes experience. You’re free of that old life, having made some connections and learned your lessons. Prepared to pursue the life of an adventurer, your insight into the world of commerce brought you into the sphere of Acquisitions Incorporated — and a franchise just might be in your future. Skill Bonus +2 I nvestigation, +2 Persuasion Fisher You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means to an end — a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon. Skill Bonus +2 History, +2 Survival Folk Hero You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. Skill Bonus +2 Animal Handling, +2 Survival Entertainer You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life. Skill Bonus +2 Acrobatics, +2 Performance Investigator You relentlessly seek the truth. Perhaps you’re motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you’re a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows. Skill Bonus +2 I nvestigation, +2 Perception Noble You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. Your family could be old and established, or only recently established. How much influence they wield, what kind of reputation your family has, and how the common people regards them is up to you within reason. Skill Bonus +2 History, +2 Persuasion Outlander You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild. Skill Bonus +2 Athletics, +2 Survival Sage You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study. Skill Bonus +2 H istory, +2 Arcana Soldier War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. Skill Bonus +2 A thletics, +2 Intimidation Urchin You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each. You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life? Skill Bonus +2 Sleight of Hand, +2 Stealth

bottom of page