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- 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.
- Reborn | Halcyon D&D
Reborn Racial Guidelines Basic Traits Racial Traits Reborn Death isn't always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends with their ashen flesh making it clear that they've been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own. Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or vision of the past to come rushing back. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Spread throughout Faerun Deities As per original race Enmity Undead Affinity Dhampir Tieflings Hexbloods Notable Features Undead resilience, emotion subdued, haunted by past lives, patchwork flesh or bone, slow aging, driven by unfinished business, often silent or reserved, uncanny physical presence, do not need to eat. Basic Traits Height Min: As per original race Max: As per original race Langua ges As per original race: This does not include the 'Choose One' option. Life S pa n A dulthood: As per original race Longevity: As per original race Mo vement 3 ti le s per turn Racial Traits Deathless Nature You have escaped death, a fact represented by the following benefits. You have advantage on death saving throws. You don't need to eat, drink, or breathe. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness. You are still classified as a living creature. Knowledge from a Past Life You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make a skill roll, if all parties consent, you may roll an additional 1d6 and add it to the number rolled. Poison Resistance You have resistance to poison damage.
- Gnome | Halcyon D&D
Gnome Racial Guidelines Basic Traits Racial Traits Gnome A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Lantan The Daelands The Great Dale Thesk The Western Heartlands Aglarond Spiderhaunt Wood Deities Lords of the Golden Hills (Gnome Pantheon) Garl Glittergold (Rock Gnomes) Bearvan Wildwanderer (Forest Gnomes) Enmity Goblins Kobolds Affinity Eladrin Elves Halflings Dwarves Notable Features Very knowledgeable about the arcane, omnivore with a leaning towards berries and vegetables, tricksters and jokesters, curious, strong affinity to nature. Basic Traits Hei ght Being smaller than 140 results in Conan wonkin ess, so please keep in mind that proportions must remain believable. Min: 100 c m (3'3") Max: 120 cm (3'11") Languages Common Gnomish Life Spa n Adulthoo d: 40 years Longevity: 500 years Movement 3 tiles per turn Racial Traits D ar kvision Yo u 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. Artificer's Lore All gnomes share a fascination of the mysteries of magic and the world around them. You are proficient in Arcana and History. Gnome Cunning You have a +2 to your Intelligence, Wisdom, and Charisma saving throws. Natural Illusionist While long removed from their origins, all gnomes still have sylvan roots. You know the Minor Illusion cantrip and the Speak with Animals spell.
- Halcyon D&D
Halcyon D&D is a text based roleplaying server for Conan Exiles. Based on Dungeons and Dragons 5e systems. Season 7: Crowns of Ash And Salt F The age of recovery is over. The age of claim has begun. rom the depths of the Underdark to the black-tide ports of the coast, three great coalitions rise, each convinced the future belongs to them alone. Beneath Thraev, where stone remembers every betrayal, the Demonheart Pact tightens its grip. Forged between House Baenre, the Daemonfae, and the Arcane Brotherhood, their rule is one of shadowed elegance and ruthless precision. Arcane engines hum through ancient caverns, relics are stripped from forgotten vaults, and demons whisper promises of inevitability. The Pact does not conquer loudly. It replaces. Along the shining docks of the coast, banners snap in the salt wind as Varelmere stands defiant. The Varelmere Vanguard, an ironbound alliance of the Argent Legion, Radiant Heart, and Emerald Enclave, rules the port city with steel, faith, and root-deep resolve. Arcanium fuels their rise, but ideology fuels their wars. Order. Balance. Purity. They claim to defend the Marches, yet every wall they raise redraws the future. In the fog-choked harbors of Shadeport, coin speaks louder than creeds. The Syndicate, a ruthless union of Bregan D’aerthe, the Zhentarim, and the Company of the Wolf, controls the lifeblood of trade, smuggling, and mercenary might. Where others preach destiny, Shadeport sells it. Information is currency. Loyalty is rented. Victory goes to the clever, not the righteous. These coalitions do not merely clash. They bleed into one another. Guild wars erupt over ancient relics, forgotten ley lines, shattered keeps, and the bones of kingdoms not yet born. Every road becomes contested. Every forest claim disputed. The Far Forest and Silver Marches stand on the brink of being reforged into something new… or torn apart entirely. Yet not all threats march beneath banners. Across the waterways, eco-raiders strike without warning. Pirate flotillas of Sea Elves, Tritons, and Water Genasi cripple shipping lanes, sink Arcanium transports, and choke the flow of commerce itself. They claim the seas are dying. They do not negotiate. And behind it all, unseen but patient, seven ancient demons of sin stir. They do not rule territory. They cultivate collapse. Each war feeds them. Each compromise opens a door. Each crown forged in blood brings their hour closer. The Marches are no longer a frontier. They are a prize. Choose your coalition. Choose your cause. Because this season, neutrality is a myth… and survival is political. Server Info
- Oni | Halcyon D&D
Oni Racial Guidelines Basic Traits Racial Traits Oni Shapeshifting fiendish ogre-kin, sometimes known to the west as Ogre Magi, Oni are supernatural giants with extraplanar heritages. Created by the spiteful ogre god Vaprak, there were three immortal sons thus- Muaj the Red, Anori the Blue, and Hakuni the Pale. All were forged with ambition and a tool for Vaprak’s vengeance notably against the humans. He challenged his three sons to lead his ogre armies to victory, crushing civilization as they saw fit, and whoever succeeded would be granted godhood. However, despite the killing of untold thousands, none of the three sons ultimately succeeded. In his rage, Vaprak stripped them of all of their greatest powers and immortality, and cast them into the lower planes. Muaj landed in the chaotic Abyss, Anori in the Nine Hells, and Hakuni in the mysterious Hades. The three sons, coupled with the natives there, created the Aka, Ao, and Shiro lineages as they are known today. The Red, Blue, and Pale Oni. Over the millennia, the progeny of the three sons found their own ways back to the Material Plane, possessing the ambition of their forefathers, but eternally lacking the power and time required to give their profane wills form. Kara-Tur holds an abundance of Oni. Usually living solitary lives, they haunt dark places and prey upon unlucky travelers, as well as harass villages that do not pay them or other supernatural creatures proper tribute. In rare circumstances, they have been known to befriend small communities, guarding them from other monstrous entities- or lording over them as oppressive tyrants. It has been theorized that, in the distant past, Oni were regarded as guardians of extraplanar gates, but have long since abandoned that duty. To this end, Oni sometimes find themselves leading bands of less intelligent monsters and they are often found allying with powerful spellcasters such as dark wizards and hags, offering their services in exchange for flesh and magical items. They hoard these items, coveting their magical properties and often create hordes of them that are jealously guarded from all others. As a reflection of their lost divinity, Oni possessed some innate arcane abilities, such as shapeshifting. Mingling with humans over the centuries granted them the ability to assume human forms. They use these to lure unsuspecting victims to their doom. Many Oni are clever, living among humans for decades undetected as they quietly laid their schemes. Despite only being distantly related to ogres, Oni shares the same voracious appetite. They do not need to eat the flesh of intelligent beings to survive, yet they crave it all the same and will rarely pass up an opportunity to feast on the vulnerable humanoids. This is done via trickery and manipulation or by using their physical power and constitution against the lesser creatures of the realm. All Oni present as either Red, Blue, or Pale, according to their heritage. Those corrupted by the Abyss, the Aka- Red Oni- tend towards chaos and violence, delighting in the thrill of battle and deriving pleasure from causing as much suffering as possible. Those corrupted by the Hells, the Ao- Blue Oni- are more calculating in their schemes and have a greater capacity for restraint, but are no less cruel. They desire power and control over others through subtler means. Meanwhile, those corrupted by Hades, namely the Yugoloths, the Shiro- Pale Oni- makes them aloof and unpredictable. Almost uncaring of the schemes and aggression of the Ao and Aka, but they cannot deny their ravenous hunger. Despite it, interactions with the Shiro could range from wanton murder or unbridled praise. They are incredibly calculated with their schemes, they have petty considerations for law and chaos, and they are incredibly specific about their own best interests. Regardless of what lineage they come from, Oni fall victim to their lost divinity, sometimes worshipping themselves as semi-divine vessels. Those within the west believe these creatures are simple boogeymen made up to frighten children. But those of Kara-Tur know what lurks in the night and the well lit streets. Credited to Octavia Frayus Racial Guidelines Homelands Kara-Tur Amn Deities Vaprak (Creator) Anori Hakumi Muaj Enmity Most humanoids Oni of different lineages Affinity Human vassals Those that pay fealty Oni of the same lineage Notable Features Large fiendish giants, shapechangers, tricksters and warriors, imposing strength, horned and muscular, chaotic temperament, carnivorous, believes fear enhances flavor of meat, strong desire for magical artifacts and luxurious items. Hated Race Expectations Boogeymen to some, the Oni are the creatures that haunt the waking world for many. They exist alongside society, hidden in plain sight as humans, the Oni are duplicitous beings that will do anything to continue their horde or to trick others into worshipping it. They are extremely vain, believing themselves godly despite their long-passed stripped divinity, and they often keep hordes of magical artifacts and items for themselves. From that, their hatred for humans is specific and vile. Due to their failing to extinguish the human scourge across the lands, they were stripped of their divinity and all oni detest humans for this reason. They strike fear into the hearts of many with their intimidating size and natural affinity for magic, and they often play with their prey for hours or days for they believe fear is the best spice for meat. Basic Traits Height Min: 210 c m (6'11") Max: 245 cm (8'0") Langua ges Common Giant Life S pa n A dult hood: 25 years Longevity: 400 years Mo vement 3 ti le s per turn Affliction Limitations Oni are considered shapechangers and are not able to become Vampires/Werewolves 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. Change Shape You have an alternate human form. You cannot change what this form looks like after you have decided upon its appearance. As an action, you can either change into your alternate form or back into your true form . You revert to your true form if you die. This shapechange is not detectable via magic like the spell Disguise Self is, for example. You are also immune to polymorph. Human Form Rules 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 playing any trust based race. Oni Form You gain access to a 1d6 main and offhand claw attacks. You gain proficiency in Strength and Constitution Saving Throws. Extraplanar Heritage Oni are supernaturally strong, enduring, deceptive, and attuned to magic. You have a +2 to Strength and Constitution saving throws and are proficient in Arcana and Deception.
- Yuan-Ti | Halcyon D&D
Yuan-Ti Racial Guidelines Basic Traits Racial Traits Yuan-Ti Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes. Blessed with resistance to magical and poisonous effects by the rituals that created them, each of these yuan-ti manifests their serpentine heritage in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian characteristic. The worst of the yuan-ti are people-eating, demon worshipers, Sseth being the most revered. They honor him through bloody sacrifices, their victims often the many civilized folk of the world. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Lushpool Vihon Reach Black Jungles Chult Calimshan Deities Sseth Zehir Enmity Generally disdained all non-lizard races Affinity Lizardfolk Kobolds Notable Features Serpentine traits, cold-blooded, secretive and cunning, hierarchical society, skilled manipulators, long-lived, partial or full snake-like appearance, carnivorous with some preference for exotic meats and herbs. Hated Race Expectations Skilled in magic and deception, the Yuan-ti are a masterclass of assassins. They abhor the smell of humans and often force those subservient to them to cover up with perfume, they are a race that pride reptilian features over all. They follow demons and practice blood rituals and sacrifices in their honor, and they often manipulated the weak-willed to participate at their own peril. They crave and eat the flesh of any warm-blooded creature, including humans. Cruel and dismissive, the Yuan-ti are truly intelligent yet destructive in their scourge across Faerun. Basic Traits Height Min: 140 c m (4'7") Max: 190 cm (6'3") Langua ges Common Abyssal Life S p a n A d ult h ood: 18 years Longevity: 120 years Mo vement 3 ti le s per turn Racial Traits Alternative Origins You may choose to be a pureblood, halfblood, or abomination yuan-ti. Let us know in your application so we can help accommodate in game upon approval. 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. Natural Magic (Water) Attuned to water and poison, the yuan-ti know the basics of such magic. You know the Poison Spray cantrip. Yuan-Ti Resistance Yuan Ti are hardened to the poison and magic that created them. You have a +2 to your Constitution, Wisdom, and Charisma saving throws, aswell as Poison Resistance.
- Hexblood | Halcyon D&D
Hexblood Racial Guidelines Basic Traits Racial Traits Hexblood Where wishing fails, ancient magic can offer a heart's desire―at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag's influence: ears that split in forked points, skin in lurid shades ,long hair that regrows if cut, and an irremovable living crown. along with these marks hexbloods manifest hag-like traits, such as darkvision, and a variety of magical methos to beguile the senses and avoid the same. While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age, particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge connect with their fey natures, or to avoid a hag that obsesses over them. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Feywilds Spread throughout Faerun Deities Seelie and Unseelie Court Archfey As per original race Enmity Hag (Depending on Relations) Affinity Hag (Depending on Relations) Tiefling Reborn Dhampir Notable Features Fey-touched origin, hag-influenced transformation, visible crown of horns or thorns, skin often bears unnatural hues, innate magical talents, unsettling presence, fated for eerie destinies, drawn to curses and bargains Basic Traits Height Min: As per original race Max: As per original race Langua ges As per original race: This does not include the 'Choose One' option. Life S pa n A dulthood: As per original race Longevity: As per original race 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. Eerie Token You can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic and lasts for 24 hours. The use of Eerie Token requires a DM ticket. While the token is imbued this way, you can take these actions: Telepathic Message. You can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words. Remove Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but ends early if you dismiss it or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. When the trance ends, the token is harmlessly destroyed. (You will be expected to take and hold onto a screenshot of you handing out the token. It must clearly show your emote in removing the token from yourself, who you are handing it to, and the time/date. Failure to do so may result in its use being voided) Hex Magic You can cast the Disguise Self spell with this trait. Once you cast this spell, you cannot cast it again until finishing a long rest.
- Githyanki | Halcyon D&D
Githyanki Racial Guidelines Basic Traits Racial Traits Githyanki Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their psionic powers and built a great city called Tu’narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their children can reach adulthood. A lanky people with skin tones of yellows, greens, and browns, githyanki complement their physical prowess with psionic might, instilled in them by mind flayers and cultivated over eons in the Astral Plane. Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left behind by beings who travel, live, and die among the silver astral clouds. Githyanki who reside in the Astral Plane can live indefinitely. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Astral Plane Deities Vlaakith Enmity Mind Flayers Githzerai Astral Elves Affinity Proud Xenophobes Dragons Notable Features Fierce planar warriors, psionically gifted, pale or yellowish skin, expert swordsmen, highly disciplined, prideful and aggressive, skilled in astral navigation, resistant to psychic damage, long-lived, omnivorous with preference for hearty and spiced foods. Advanced Race Expectations Githyanki have no true religion and have no care for it. Most are highly disciplined soldiers that conquer and pillage any ship or planes that they come in contact with in Vlaakith, their Queen's, name. Generally seeing themselves above all others, they care nothing of other races culture, language, or persons. The closest religious figures the Githyanki have are revered knights that devote themselves completely to Vlaakith. A smaller caste within Githyanki society, called the Mlar, was made up of crafters and specialized tasks, laborers and foragers, and those that constructed weapons, astral ships, buildings, and tools. Basic Traits Height Min: 170 c m (5'5") Max: 210 cm (6'11") Langua ges Common One language of your choice Life S pa n A dult hood: 18 years Longevity: 12 0 years Mo vement 3 ti le s per turn Racial Traits Astral Knowledge You can mystically access a reservoir of experiences of entities connected to the Astral Plane. You are proficient in the Arcana skill. Githyanki Psionics You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. You also may use a bonus action to magically teleport up to 3 tiles to an unoccupied space you can see. Usable once per long rest. Psychic Resilience You have resistance to psychic damage.
- Tabaxi | Halcyon D&D
Tabaxi Racial Guidelines Basic Traits Racial Traits Tabaxi Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended. Tabaxi’s appearance is as varied as their attitudes. Some tabaxi have feature s or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences—or might even be hairless! To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Maztica Chult Deities Cat Lord (Creator) Tezca Nula Azul (Tabaxi Pantheon) Enmity Generally amicable with all races Affinity Generally amicable with all races Notable Features Feline humanoids resembling predatory cats, naturally agile, deeply curious, nomadic and self reliant, omnivorous, physically expressive (tail, ears, posture), fond of trinkets, prefer knowledge and story to material wealth, omnivorous with strong preference for fish and small game. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Languages Common 1 Choice Life S pa n Adult hood: 18 years Longevity: 100 years Movement 3 tiles per turn Race Expectations Tabaxi are required to have an animalistic face and not just a regular face with tattoos to mimic one. 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 worl d. Cat's Talent You gain proficiency in Stealth and Perception. Cat's Claws You may attack with your claws for 1d4+STR damage, and additionally may climb at n o speed penalty in combat.
- Sorcerer | Halcyon D&D
Sorcerer Class Features Spellcasting Aberrant Mind Divine Soul Draconic Shadow Magic Storm Sorcery Sorcerer Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways. The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power. Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know. Subclasses Class Features Basics Base Hit Po ints: 40 Hit Points per Advancement: 10 Actions: 1 Attack, 1 Bonus, 1 Reaction Casting Attribute: Charisma Starting Kit: Dagger Proficiencies Armor: None Weapons: Daggers, Staff, Crossbow Sav ing Throws: Constitution, Charisma Skills: Arcana, Persuasion Sorcery Points: Level 8: 3 Level 10: +1 (4) Level 12: +2 (6) Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: + 1 (4) Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full forc e. By expending 1 Sorcery Point and tapping into your metamagic, you will allow select targets to negate damage within the spell's area of effect. Quickened Spell Requires Level 10 By tapping into your metamagic, you expend two sorcery points to make your last spell cast as a bonus action. Allows you to cast a cantrip, or take another action on this turn. You may not cast another leveled spell. Subtle Spell Requires Level 12 By tapping into your metamagic, you expend 1 Sorcery Points to remove the verbal and somatic components required to cast your next spell. Sorcerous Origins Different sorcerers claim different origins for their innate magic. Choose your bloodline (subclass) from the four available: Aberrant Mind, Divine Soul, Draconic, and Shadow Magic. These will be unlocked at Level 10 and reach their full potential at Level 12. Spellcasting An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. Spell Slots Level 8 1st: +4 2nd: +3 Level 10 3rd: +3 4th: +2 Level 12 4th: +1 5th: +2 Combat Spells The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters. Cantrips 1st Level 2nd Level 3rd Level 4th Level Disguise Self False Life Mage Armor Magic Missile Shield Mage Armor Abjuration 1 Action V, S You touch a willing creature who isn’t wearing armor. A protectiv e magical force surrounds it until the end of combat. The target’s AC becomes 13 + DEX. Acquired at Level 10 Magic Missile Evocation 1 Action V, S You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. The darts deal 1d4+1 force damage to its target. Shield Abjuration 1 Reaction V, S An invisible barrier of magical force appears and protects you. Until the start of your next turn you have a +2 bonus to AC including against the triggering attack . Can be cast at any time on your turn, or when struck. You take no damage from magic missile. Disguise Self Illusion 1 Action V, S You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for three hours or until you use another action to dismiss it. You can seem 1 foot taller or shorter and can appear thin, fat, or in between. You can’t change your body type so you must adopt a form that has the same basic arrangement of limbs. Any changes created by this spell are purely visual. You cannot grow additional body parts with this spell, and if someone touches a part of your illusion that does not match with your physical being by shape or texture, they will immediately be aware that an illusion is at play. 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. If someone for any reason whatsoever suspects you for being disguised, they may roll Investiga tion against your Spell Bonus + 8 as the DC to learn an illusion is in use. This spell will be automatically dispelled upon entering combat. Acquired at 10th Level and y ou may not disguise as an Advanced Race or a different gender than your own. False Life Necromancy 1 Action V, S Bolster yourself with a necromantic facsimile of life. You gain 12 temporary hit points. Chill Touch Fire Bolt Poison Spray Shocking Grasp Fire Bolt Evocation 1 Action V, S You hurl a mote of fire at a creature or object within range. 3d10 Fire Damage ( 1d20 + Spell Bonus vs AC) Shocking Grasp Evocation 1 Action V, S Lightning springs from your hand to deliver a shock to a creature you try to touch. On a hit, the target cannot take reactions until the end of their next turn. 2d8 Lightning Damage (1d20 + Spell Bonus vs AC) Poison Spray Conjuration 1 Action V, S You extend your hand toward a creature and project a puff of noxious gas from your palm. 2d12 Poison Damage (8 + Spell Bonus vs CON Save) Acquired at Level 10 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) Acquired at Level 10 Chaos Bolt Fireball Lightning Bolt Lightning Bolt Evocation 1 Action V, S A stroke of lightning forming a line that is 10 tiles long and 1 tile wide blasts out from you in a direction you cho ose. Each creature in the line must make a Dexterity Saving Throw. A creature takes 6d6 lightning damage on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Acquired at Level 10 Fireball Evocation 1 Action V, S A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 2 tile radius sphere centered on that point must make a Dexterity Saving Throw (DC 8 + Spell Bonus). A creature takes 6 d6 fire damage on a failed save, or half as much on a successful one. Chaos Bolt Evocation 1 Action V, S You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target 3d8 damage plus an additional 4d6 fire, cold, or lightning damage chosen at random. Misty Step Scorching Ray Misty Step Conjuration 1 Bonus Action V Briefly surrounded by a silvery mist, you teleport up to 3 tiles to an unoccupied space that you can see. Acquired at 10th Level Scorching Ray Evocation 1 Action V, S You create three rays of fire and hurl them at targets within range. Make a ranged spell attack for each ray. On a hit the target takes 2d6 fire damage. (1d20 + Spell Bonus vs AC) Blight Blight Necromancy 1 Action V, S Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution Saving Throw. The target takes 6 d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on Undead or Constructs. (8 + Spell Bonus vs CON Save) Acquired at Level 10 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 cannot be used to gain advantage, access a base, or otherwise - they are only 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 rol eplay sc enario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 8 Level 10 Levitate Mage Hand Mending Minor Illusion Mold Earth Prestidigitation Shape Water Silent Image Mage Hand 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. Mending Transmutation 1 Minute V, S This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. Minor Illusion Illusion 1 Action S 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 Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 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. Mold Earth Conjuration 1 Action V, S You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Shape Water Transmutation 1 Action S You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Silent Image Illusion 1 Action V, S, M You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image. Levitate Transmutation 1 Action V, S, M One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft. Major Image Major Image Illusion 1 Action V, S, M You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image, and its other sensory qualities become faint to the creature. Ritual Spells Spel ls that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does . If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand. Level 8 Level 10 Level 12 Detect Magic Detect Magic Divination 1 Action V, S , M Class Required: Artificer Cleric Bard Druid Paladin Ranger Sorcerer Wizard Components Required: 1x Unstable Essence 5x Arcane Res idue For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a shin sheet of lead, or 3 feet of wood/dir t. This is an RPR Spell, and does not require a DM Ticket! Water Breathing Water Breathing Transmutation 1 Action V, S , M Class Required: Artificer Bard Ranger Wizard Sorcerer Components Requir ed: 10x Feral Claws 6x Holy Water 30x Arcane Residue This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. The spell ends when PvP Intent is dropped. Teleportation Circle Teleportation Circle Conjuration 1 Minute V, M Class Required: Bard Sorcerer Wizard Components Required: 10x Unstable E ssence 40x Arcane Residue 400 Gold As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle connected to the network of other teleportation circles in the region. You may only have one of these per clan. This grants the clan a clan warp that can be used to access other clan warps as well as the main warp netw ork. Additionally you may use this to create "wormhole" warps for your clan. Allowing transport within your base. These require approval and must make sense and encourage roleplay. Subclass: Aberrant Mind An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might? Bonus P roficiencies Skills: Insight Revelation in Flesh You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 class resource to magically transform your body. Turns your eyes either black, or into writhing sensory tendrils and makes your skin glisten with mucus or shine with otherworldly light. You can see any invisible creature within' 6 tiles of you aslong as it is in line of sight, and you convert your movement speed to flying type for the duration of combat. Psychic Defenses You gain resistance to Psychic Damage. Warping Implosion Requires Level 12 You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 3 tiles of you. Immediately after you disappear, each creature within 4 tiles of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and pulls all whomst fail the save inwards, to the casters former location. Aberrant Mind Spells Cantrip 1st Level 2nd Level 3rd Level 4th Level 5th Level Dissonant Whispers Sleep Dissonant Whispers Enchantment 1 Action V You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom Saving throw (DC 8 + Spell Bonus). On a failed save it takes 3d6 psychic damage and must use its reaction to move up to 2 tiles from you. On a successful save it takes half as much damage and doesn’t have to move away. Sleep Enchantment 1 Action V,S Attempt to put the target into a magical slumber. They must succeed a Constitution Saving Throw (DC 8 + Spell Bonus) or be put to sleep and fall prone until the end of their next turn. If the creature is attacked while asleep they will wake up early. Acquired at 12th Level Calm Emotions Mind Spike Mind Spike Divination 1 Action S You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save or half as much damage on a successful one. On failed save, the caster knows the targets location for the duration of combat and gains +2 on tracking attempts on the target for 2 hours after combat ends. Calm Emotions Enchantment 1 Action V , S You attempt to suppress the strong emotions in a group of people. Each humanoid in a 2 tile radius created at a spot you choose within range must make a Charisma Saving Throw. A creature may choose to fail this save if they wish. On a failure all charmed and frightened effects are ended. The target is also indifferent about any current hostilities that you choose. (8 + Spell Bonus vs CHA Save) Mind Spike (3rd) Mind Spike (3rd) Divination 1 Action S You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 4d8 psychic damage on a failed save or half as much damage on a successful one. On failed save, the caster knows the targets location for the duration of combat and gains +2 on tracking attempts on the target for 2 hours after combat ends. (8 + Spell Bonus vs WIS Save) Cone of Cold Synaptic Static Synaptic Static Enchantment 1 Action V, S You choose a poi nt within range and cause psychic energy to explode there. Each creature in a 2 tile radius sphere centered on that point must make an Intelligence Saving Throw (DC 8 + Spell Bonus). A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. Acquired at 12th Level Cone of Cold Evocation 1 Action V, S A blast of cold air erupts from your hands. Each creature in a 4 tile cone must make a Constitution Saving Throw. A creature takes 6 d8 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs CON Save) Acquired at Level 12 Mind Sliver Sword Burst Mind Sliver Enchantment 1 Action V,S You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 3d6 psychic damage and receive disadvantages on saving throwing until the end of their next turn. Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Acquired at level 12 Evard's Black Tentacles Evard's Black Tentacles Conjuration 1 Action V,S Squirming, ebony tentacles fill a 1 tile radius sphere on the ground that you can see within range. A creature in the affected area must succeed on a Dexterity Saving Throw or take 6d6 bludgeoning damage and be restrained until the end of their next turn. A creature that succeeds on the Dexterity Saving Throw takes 3d6 bludgeoning damage. Subclass: Divine Soul Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations. Bonus P roficiencies Skills: Medicine Divine Affinity Upon selecting Divine Soul you will be prompted to select the affinity of your divine powers, receiving an ability based on the affinity. Note: You do not have to roleplay your characters allignment as the same as the source of your divine power. Good - Heroism, Evil - Inflict Wounds, Law - Bless, Chaos - Bane. Angelic Form Use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed. The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutral. Unearthly Recovery Requires Level 12 As a bonus action when you have fewer than 50 of your hit points remaining, you may regain 20 hit points. Once you use this feature, you can’t use it again until you finish a long rest. Divine Soul Spells Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level Sacred Flame Word of Radiance Word of Radiance Evocation 1 Action V, S You utter a divine word and burning radiance erupts from you. 2d6 Radiant Damage (8 + Spell Bonus vs CON Save) Sacred Flame Evocation 1 Action V, S Flame-like radiance descends on a creature that you can see within range. 3d8 Radiant Damage (8 + Spell Bonus vs DEX Save) Cure Wounds (2nd) Rime's Binding Ice Healing Word (2nd) Healing Word (2nd) Evocation 1 Bonus Action V A creature of your choice that you can see within range (not yourself) regains hit points equal to 2d4 + Spell Bonus. This has no effect on undead or constructs. Cure Wounds (2nd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 2d8 + Spell Bonus. This had no effect on Undead or Constructs. Rime's Binding Ice Evocation 1 Action V, S A burst of cold energy emanates from you in a 3 tile cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is restrained til the end of their turn. On a successful save, a creature takes half as much damage and isn’t hindered by ice. Cure Wounds Healing Word Cure Wounds Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 1d8 + Spell Bonus. This had no effect on Undead or Constructs. Healing Word Evocation 1 Bonus Action V A creature of your choice that you can see within range (not yourself) regains hit points equal to 1d4 + Spell Bonus. This has no effect on undead or constructs. Cure Wounds (3rd) Life Transference Healing Word (3rd) Healing Word (3rd) Evocation 1 Bonus Action V A creature of your choic e that you can see within range (not yourself) regains hit points equal to 3d4 + Spell Bonus. This spell will remove Wounded status. This has no effect on undead or constructs. Cure Wounds (3rd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 3d8 + Spell Bonus. This spell will remove Wounded status. This had no effect on Undead or Constructs. Life Transference Necromancy 1 Action V, S You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which cannot be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. Cure Wounds (4th) Freedom of Movement Cure Wounds (4th) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 4d8 + Spell Bonus. This spell will remove the Severely Wounded status. This had no effect on Undead or Constructs. Freedom of Movement Abjuration 1 Action V, S Choose a willing creature that you can see within range, granting the target Freedom of Movement which will give the target a on use status to clear any restrained, or slowed effects. While the effect persists on the target they receive +2 to Dexterity Saving Throws until used. Acquired at 12th level Cure Wounds (5th) Flame Strike Mass Cure Wounds Cure Wounds (5th) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 5d8 + Spell Bonus. This spell will remove the Death's Door status. This had no effect on Undead or Constructs. Acquired at Level 12 Flame Strike Evocation 1 Action V, S A vertical column of divine fire roars down from the heavens in a location you specify. Each creature within a 1 tile radius, 4 tiles high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. Mass Cure Wounds Evocation 1 Action V, S A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 3 tile radius sphere. Each target regains hit points equal to 3d8 + Spell Bonus. Cures regular Wounded Status. This has no effect on Undead or Constructs. Ritual Spells Level 12 Commune Greater Restoration Regenerate True Resurrection True Resurrection Necromancy 1 Hour V, S, M Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: Diamonds worth 25,000 Gold 1,000 Gold 50x Arcane Residue 50x Daisy You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. Commun e Divination 1 Minute V, S, M Class Required: Cleric Sorcerer: Divine Soul Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 10x Holy Water 30x Arcane Resid ue You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret. Regenerate Transmutation 1 Minute V, S, M Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: 4x Holy Water 35x Arcane Residue You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. Greater Restoration Abjuration 1 Action V, S Class Required: Cleric: Life Domain Druid: Circle of Dreams Sorcerer: Divine Soul Warlock: Pact of the Celestia l Components Required: 1 Precio us Gemstone 25x Arcane Residue 90 Gold You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target. One curse, including the target's attunement to a cursed magic item. Any reduction to one of the target's ability scores. One effect reducing the target's hit point maximum. Subclass: Draconic Bloodline Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. B onus P roficiencie s Skills: Intimidation Draconic Ancestry | Resilience You can speak, read, and write Draconic. You gain resistance to one of fire, cold, poison, or lightning damage. Grants: Tough Feature. You gain Hit Points equal to your level as follows: Level 10: +10 Level 12: +2 (12) Dragon Wings Use a bonus action to sprout a pair of draconic wings. Granting you Fleet of Foot and turning your movement speed into flying speed for the remainder of combat. Draconic Presence Requires Level 12 You can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you exude an aura of fear to a distance of 6 tiles. This lasts until the end of their next turn. (8 + Spell Bonus vs WIS Save) Draconic Bloodl ine Spells Cantrip 1st Level 2nd Level 4th Level 5th Level Dragon's Breath Rime's Binding Ice Aganazzar's Scorcher Dragon's Breath Transmutation 1 Bonus Action V, S You touch a willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the end of combat, the creature can use an action to exhale energy of the chosen type in a 2 tile cone. Rime's Binding Ice Evocation 1 Action V, S A burst of cold energy emanates from you in a 3 tile cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is restrained til the end of their turn. On a successful save, a creature takes half as much damage and isn’t hindered by ice. Aganazzar's Scorcher Evocation Full Round Action V, S A line of roaring flame 3 tiles long and 1 tile wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. Cone of Cold Melf's Minute Meteors Cone of Cold Evocation 1 Action V, S A blast of cold air erupts from your hands. Each creature in a 4 tile cone must make a Constitution Saving Throw. A creature takes 6 d8 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs CON Save) Acquired at Level 12 Melf's Minute Meteors Evocation 1 Action V You create 10 tiny meteors in your space. They float in the air and orbit you for the spell’s duration. As a bonus action on each of your turns thereafter you can expend one or two of the meteors, send them towards a target within 12 tiles. Forcing them to make a Dexterity Saving Throw or take 2d6 fire damage, or half on a fail. Ray of Frost Sword Burst Ray of Frost Evocation 1 Action V, S A frigid beam of blue-white light streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 cold damage, and its speed is reduced by 1 tile until the end of their next turn. (1d20 + Spell Bonus vs AC) Granted at 12th Level. Sword Burst Conjuration 1 Action V You You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Burning Hands Burning Hands Evocation 1 Action V, S As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth in a 2 tile cone. Each target must make a Dexterity Saving Throw. A creature takes 3d6 fire damage on a failed save or half as much on a success. (8 + Spell Bonus vs DEX Save) Ice Storm Ice Storm Evocation 1 Action V, S A hail of rock-hard ice pounds to the ground in a 2 tile radius centered on a point within range. Each creature must make a Dexterity Saving Throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs DEX Save) Subclass: Shadow Magic You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. B onus P roficiencie s Skills: Stealth 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. Strength of the Grave When you are reduced to 0 hit points, you can use this feature to instead drop to 1 hit point after the turn of whomstever attacked you ends. You cannot use this feature if you are reduced to 0 hit points by an attack with radiant damage. Shadow Walk When you are in dim light or darkness, as a bonus action you can teleport up to 2 tiles to an unoccupied space you can see that is also in the shadows. Umbral Form Requires Level 12 As a bonus action with a cost of 3 Sorcery Points, transform yourself into a shadowy form. In this form, you gain resistance to cold, psychic, physical, thunder, necrotic, acid and poison damage. Shadow Magic Spells Cantrip 1st Level 2nd Level 4th Level 5th Level Cloudkill Cone of Cold Cloudkill Conjuration 1 Action V, S You create a 2 tile radius sphere of poisonous, yellow-green fog centered on a point you choose within range. A creature inside the fog must make a Constitution Saving Throw. Taking 5d8 poison damage on a failed save or half as much on a success. Creatures are affected even if they hold their breath or don’t breath. (8 + Spell Bonus vs CON Save) Acquired at Level 12 Cone of Cold Evocation 1 Action V, S A blast of cold air erupts from your hands. Each creature in a 4 tile cone must make a Constitution Saving Throw. A creature takes 6 d8 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs CON Save) Acquired at Level 12 Sword Burst Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Acquired at level 12 Sleep Sleep Enchantment 1 Action V, S Attempt to put the target into a magical slumber. They must succeed a Constitution Saving Throw (DC 8 + Spell Bonus) or be put to sleep and fall prone until the end of their next turn. If the creature is attacked while asleep they will wake up early. Acquired at 12th Level Darkness Shadowblade Silence Witch Bolt (2nd) 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 damage a hit. Must be dispelled. Silence Illusion 1 Action V, S Create a 2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of their next turn. 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. On 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) Darkness Evocation 1 Action V Magical darkness spreads from you for three tiles. Snuffing out any bright light produced from light sources within range reducing them to dim light. This does not stop sunlight, and any effect which produces bright light that is activated after dispels this effect. Ice Storm Ice Storm Evocation 1 Action V, S A hail of rock-hard ice pounds to the ground in a 2 tile radius centered on a point within range. Each creature must make a Dexterity Saving Throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs DEX Save) Subclass: Storm Sorcery Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being. Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. B onus P roficiencie s Skills: Survival Windspeaker The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Tempestuous Magic You can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 1 tile without provoking opportunity attacks. Heart of the Storm You gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 1 tile of you to take 6 lightning damage. Storm's Fury Requires Level 12 When you are hit by a melee attack, you can use your reaction to deal 6 lightning damage to the attacker. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 1 tile away from you. Storm Sorcery Spells Cantrip 1st Level 2nd Level 4th Level 5th Level Cloudkill Chain Lightning Cloudkill Conjuration 1 Action V, S You create a 2 tile radius sphere of poisonous, yellow-green fog centered on a point you choose within range. A creature inside the fog must make a Constitution Saving Throw. Taking 5d8 poison damage on a failed save or half as much on a success. Creatures are affected even if they hold their breath or don’t breath. (8 + Spell Bonus vs CON Save) Acquired at Level 12 Chain Lightning Evocation 1 Action V, S You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Two bolts then leap from that target to as many as two other targets, each of which must be within 30 feet of the first target. A target must make a Dexterity saving throw. The target takes 6d8 lightning damage on a failed save, or half on a success. Lightning Lure 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 3d8 lightning damage. Thunderwave Thunderwave Evocation 1 Action V, S A wave of thunderous force sweeps out from you. Each creature in a 2 tile x 2 tile cube must make a Constitution Saving Throw (DC 8 + Spell Bonus). On a failed save, a creature takes 2d8 thunder damage and is knocked back 1 tile. If succeeded, the creature only takes half damage. Gust of Wind Shatter Witch Bolt (2nd) Shatter Evocation 1 Action V, S A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 2 tile radius must make a Constitution Saving Throw (DC 8 + Spell Bonus), taking 3d8 thunder damage on a failed save or half as much on a success. 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. On 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) Gust of Wind Evocation 1 Action V, S A line of strong wind 6 tiles long and 1 tile wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength Saving Throw or be pushed 2 tiles away. (8 + Spell Bonus vs STR Save) Chromatic Orb (Lightning) Chromatic Orb (Lightning) Evocation 1 Action V, S You hurl a sphere of lightning energy at a creature that you can see within range. Making a ranged spell attack against the target. If the attack hits, the creature takes 6d8 damage of the type you chose.
