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  • Aasimar | Halcyon D&D

    Aasimar Racial Guidelines Basic Traits Racial Traits Aasimar Whether descended from a celestial being or infused with heavenly power, aasimar are humans who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens. They resemble their parents, but often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. Most aasimar feel an intense drive to purge evil or protect the weak and the innocent. This motivation is not all-consuming however, and while still emitting radiant light, an aasimar has the propensity, like any other, to fall into the dark. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Durpar Murghom Thesk Waterdeep Deities Helm Tymora Chauntea Lathander Mielikki Selune Sune Enmity Genasi (Wary) Tieflings (Wary) Dwarves (Neutral, no true opinion) Elves (Neutral, no true opinion) Affinity Half-Races (Half-Elves, Half-Orcs) Notable Features Diplomatic. Omnivore with leaning towards vegetarian foods. Cautious, misunderstood, empathetic, keeps a low profile. Basic Traits Height Min: 150 cm (4'11") Max: 190 cm (6'3") Languages Common Celestial Life Spa n Adulthood: 18 years Longevity: 160 years Movement 3 tiles per turn Racial Traits Celestial Revelation Once per day, as a bonus action, you may unleash divine energies around you. Causing everyone within 2 tiles to take 5 radiant damage. This allows you to dash, and gives you flying speeding until the end of your turn. 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. Healing Hands Once per day, as an action, you can touch a creature and heal them for 3d4 hit points. Light Bearer You know the Light cantrip. Celestial Resistance You have resistance to radiant damage.

  • 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.

  • Rogue | Halcyon D&D

    Rogue Class Features Arcane Trickster Assassin Phantom Soulknife Swashbuckler Thief Rogue Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities. Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators. Subclasses Class Features Basics Base Hit Points: 56 Hit Points per Advancement: 14 Actions: 1 Attack, 1 Bonu s, 1 Reaction Casting Attribute: Dexterity Arcane Trickster: Intelligence Starting Kit Dagger Dagger (Off Hand) Leather Armor Thieves' Tools Proficiencies Armor: Light armor Weapons: Simple weapons, Hand Crossbow, Longsword, Rapier, Shortsword Saving Throws: Dexterity, Intelligence Skills: Acrobatics, Investigation, Sleight of Hand, Stealth Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Cunning Action Your quick thinking and agility allow you to move and act quickly. You may take the dash or disengage action as a bonus action on your turn. Sneak Attack You know how to exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if that creature is currently knocked down, you have an ally that has targeted them in the last or current turn within 1 tile, or if the creature has not targeted you at all in the last or current turn. You may not trigger Sneak Attack with any weapon that includes the 2-handed property that does not also include the ranged property. Steady Aim As a bonus action, you give yourself +2 on your next attack roll. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action your speed is 0 until the end of the current turn. If the attack hits, you are able to use Sneak Attack. Thieves' Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Uncanny Dodge When an attacker that you can see hits you with an attack you may use your reaction to halve the attack’s damage against you. Roguish Archetypes Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques. Choose your roguish archetype (subclass) from the four listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Subclass: Arcane Trickster Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers. Bonus P roficiencies Skills: Arcana Spell Bonus: Level 10: +3 Level 12: +1 (4) Mage Hand Ledgerdomain You may pickpocket anyone within 3 tiles using your Mage Hand, with no penalty. All other pickpocket rules apply. Versatile Trickster As a bonus action, you can designate a creature within 1 tile and distract them with your Mage Hand. Granting you a +2 bonus to Attack Bonus until the end of your turn. This enables the use of Sneak Attack. Spell Thief Requires Level 12 Immediately after a creature casts a spell that targets or includes you in the area of effect, you may use your reaction to force the creature to make a saving throw with its spell casting ability modifier. On a failed save, you negate the spell’s effect against you and refunds you one 2nd and one 3rd level spell slot. Usable once per Long Rest. (8 + Spell Bonus vs INT/WIS/CHA Saving Throw) Spell Slot s Spells Level 10 1st: 4 2nd: 2 3rd: 0 Level 12 1st: 4 2nd: 3 3rd: 2 Cantrips 1st 2nd 3rd Lightning Lure Mind Sliver Ray of Frost 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 tiles. The target must succeed on a Strength Saving Throw or be pulled 1 tile towards you and take 3 d8 lightning damage. (8 + Spell Bonus vs STR Saving Throw) Ray of Frost 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. 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. Charm Person Disguise Self Sleep Tasha's Hideous Laughter Charm Person Enchantment 1 Action V, S You attempt to charm a humanoid you can see within range. It must make a Wisdom Saving Throw. If it fails the saving throw it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns. (8 + Spell Bonus vs WIS Save) Tasha's Hideous Laughter Enchantment 1 Action V, S A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom Saving Throw or fall prone. (8 + Proficiency Bonus + Spell Bonus vs WIS Save) 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. If someone for any reason whatsoever suspects you for being disguised, they may roll Investigation 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 Level 10 and y ou may not disguise as an Advanced Race or a different gender than your own. 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 10th Level Crown of Madness Invisibility Shadow Blade Invisibility Illusion 1 Action V, S A creature you touch becomes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends when the target takes any action. Acquired at Level 12. 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) 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. Must be dispelled. Fear Fireball Fear Illusion 1 Action V, S You project a phantasmal image of a creature’s worst fear. Each creature in a 3 tile cone must succeed on a Wisdom or become frightened until the end of it's next turn. (8 + Spell Bonus vs WIS Save) Granted at 12th Level. 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. A creature takes 6 d6 fire damage on a failed save, or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Flavor Spells The following spells are included in the arcane trickster'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 roleplay scenario. Some are available to a newly created ch aracter (Level 8) and others are unlocked at Level 10. Level 8 Control Flames Dancing Lights Gust Mage Hand Minor Illusion Prestidigitation Illusory Script Dancing Lights Evocation 1 Action V , S, M You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 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. 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. Gust Transmutation 1 Action V, S You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. Minor Illusion 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. 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 Conjuration 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. Subclass: Assassin You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. Bonus P roficiencies Skills: Deception Exterminate In addition to the normal qualifiers to trigger your sneak attack, your training allows you hone in on weakened targets. You may use your sneak attack against targets who are bleeding when you land your attack with a finesse or ranged weapon. You gain a +2 to Hit Bonus (Melee) when using a dagger. Assassinate You are a master at taking advantage of your foe's weakness. When a target is bleeding, you may use your bonus action to immediately cause their Bleed damage and leave them exposed until the end of their next turn. Additionally you gain a +5 bonus to your initiative rolls. And the cooldown on your dagger abilities is always decreased to 2 turns. Imposter You gain the ability to unerringly mimic other people's speech, writing, and behaviors. Your ruse is indiscernible to the casual observer as anything more than another person in the crowd. You gain the ability to use Disguise Self once per long rest. This functions the same as the spell, however it does not have a time limit, remains in combat, and is not magical in nature. If someone, for any reason whatsoever, suspects you for being disguised, they may roll Investigation against your Deception as the DC to learn an illusion is in use. The normal Disguise Self rules apply: You may not appear to have additional body parts including racial features like elven ears, tails, or horns. 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. Death Strike Requires Level 12 You become a master of instant death. When you sneak attack and hit a creature, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, deal an additional 2d6 damage. Subclass: Phantom Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and spies. Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard’s confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave. Bonus Proficiencies Skills: Perception Class Resources Level 10: +4 (Tokens of the Departed) Wails from the Grave As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal Sneak Attack damage to a creature on your turn, you can spend 1 CR to target a second creature that you can see within 4 tiles of the first, then deal half of your sneak attack damage in necrotic damage to them aswell. Token of the Departed When a life waivers in your presence you’re able to snatch a token from the wounded soul, a sliver of its life essence that takes physical form. As a reaction you open your free hand and cause a tiny trinket to appear there, a soul trinket. You may only collect a soul trinket from a creature once per day. And you may only carry up to 4 of these at a time. For each soul trinket you currently possess, you gain +3 max HP. Destroy Token of the Departed Destroy one of your Tokens of the Departed to regain a class resource. Ghost Walk Requires Level 12 As a bonus action, you assume a spectral form. While in this form, your movement speed becomes fly speed and increases by 1 tile. Your AC is increased by 2, and you may pass through walls and solid objects on t he first turn this ability is activated. Usable once per long rest. Dispelled by Ghostslayer Sundering. Death Knell R equires Level 12 Your association with death has become so close, that you gain the ability to cause additional 5d6/2 necrotic damage to the original target of your sneak attack immediately after using it. Subclass: Soulknife Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy. Bonus P roficiencies Skills: Insight Class Resources: Level 10: +4 Level 12: +2 (6) Psychic Blades You can manifest your psionic power as shimmering blades of psychic energy. If your mainhand is free, you can manifest a psychic blade and make an attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a range of 4 tiles, and on a hit, it deals psychic damage equal to 1d6+dex. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target. After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your off hand is also free to create it, also being 1d6+dex. Homing Strikes As a bonus action and for 1 class resource, make an attack roll with your Psychic Blades against a target and add + INT to the number rolled to it. If the attack misses you are refunded that class resource. Allows Sneak Attack on hit. Psychic Teleportation As a bonus action for 1 class resource, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see within 3 tiles. You then teleport to that space. Psychic Veil Requires Level 12 As an action, you can magically become invisible, along with anything you are wearing or carrying, for the duration of combat or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature, or you force a creature to make a saving throw. Usable once per long rest. Rend Mind Requires Level 12 As a bonus action, you sweep your Psychic Blades directly through a creature’s mind. When you deal Sneak Attack damage to a creature you can force that target to make a Wisdom Saving throw for 3 class resource. If the save fails, the target is stunned until the end of their next turn. Can only be done once per target, per combat. (8 + Proficiency Bonus + INT vs WIS Save) Subclass: Swashbuckler You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. Bonus P roficiencie s Skills: Athletics Master Duelist: Level 12: +4 Rakish Audacity When rolling initiative, your charisma bonus will be added to the total. You also gain an additional way to use your Sneak Attack; you may use it on any target you strike aslong as no other enemies are within' 1 tile of you. Fancy Footwork After landing a melee attack, you are able to move up to 1 tile and are granted Fleet of Foot. Moving this way does not proc Attack of Opportun ity. Master Due list Requires Level 12 Your mastery of the blade lets you turn failure into success in combat. If you miss with a melee roll, you may spend 1 Master Dualist point and gain 1 Attack Action. Subclass: Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ. Bonus P roficiencies Skills: Arcana Fast Hands As a bonus action on your turn you may attempt to lockpick doors in combat. You may also interact with doors to open them, or swap a piece of equipment as a bonus action. Additionally you gain an extra bonus action on each of your turns. Second-Story Work You gain the Athlete Feat. Supreme Sneak Requires Level 12 As an action on each of your turns, if no hostile creature has direct line of sight of you, you may go invisible until the start of your next turn or you take an action, bonus action, or reaction.

  • Avariel | Halcyon D&D

    Avariel Racial Guidelines Basic Traits Racial Traits Avariel Within Faerun exists a race of winged elves, they were one of the first elven races to migrate to Faerun. Conflict with dragons almost wiped them out, making them a rare sight to behold. Most consider them myths or legends, as they could barely be found until recently. Scattered throughout Toril, most are found in the Aerie of the Snow Eagles atop Mount Sundabar. Avariel have two sides to their culture: War and Peace. One being honor-bound warriors sworn to fight for their protection. While the other side is devout priests and scholars who are sworn to diplomacy and healing. Avariel are lithe and light, their smaller thinner builds help them take flight and soar in the skies, fighting foes like dragons. Most Avariel honor Aerdrie Faenya and are free spirits. Their complexion is pale, ivory, and light tan, and their hair ranges from whiteish blonde to darkest black. They do not have any unusual colors such as purples, greens, etc. Their eyes are green, blue, golden, brown, or silver. Their wings are typically black, brown, or white. Applications: Closed Limited Slots To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Mount Sundabar Aerie of the Snow Eagles Temperate and Subtropical Mountains or Forests Deities Aerdrie Faenya The Seldarine (Other gods of the Elven Pantheon. Given slight regard) Enmity Dragons Kobolds Drow (Generational Hatred. Gods at war) Goblins Affinity Aarakocra Elves Notable Features Flight-capable elves, feathered wings, graceful and agile, keen eyesight, strong connection to the skies, skilled archers and scouts. Light and nimble, often reclusive, natural affinity for wind magic, slender build. Fear of fire, caves and the Underdark, which drive them mad- refusal to travel them. Omnivorous with preference for fruits, nuts, and light meats like bird or fish. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Langua ges Common Elvish Primordial Life S pa n A dult hood: 40 years Longevity: 500 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. Fey Ancestry You are immune to magical sleep effects. Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. T rance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span. Wings Because of your wings, your movement counts as flying type all the time. You cannot take fall damage unless you are incapacitated when falling. Broad and feathered, they can span up to 10 feet when fully extended. They are usually white, but could be black, or brown. Your wings can only be hidden by using the spell Disguise Self.

  • Apothecary | Halcyon D&D

    Apothecary Creations Apothecary Well-versed in the practices of alchemy, herbalism, and medicine, the apothecary takes pride in concocting mixtures of earthly material and magic, though their creations do not always heal. Their effects vary widely, some marked as potent toxins while others may enlarge one's self to the size of a giant. There are an incredible amount of possibilities, some of which are still being discovered. Basic Reagent Crafting You are able to turn gathered herbs (2 Basic Herbs or 2 Daisies) into Basic Reagents used as the base for potion brewing. Advanced Reagent Crafting You are able to turn 2 exotic herbs into Advanced Reagents used as a base for higher tier potions. Creatio ns You are able to make a plethora of alchemical creations. To successfully make a creation, you must pass its corresponding DC based off a 1d20 + INT/WIS (whichever is higher) roll. Your level and crafting bonus will also be added. Novice Creations Adept Creations Expert Creations Oil of Sharpness DC 13 Grants +2 Attack Bonus for the remainder of combat. 6x Advanced Reagent 2x Unstable Essence 1x Glass Vial Potion of Flying DC 15 Convert movement to flying for the remainder of combat. 4x Advanced Reagent 4x Brisk Leaf 1x Glass Vial Potion of Heroism DC 13 You regain 10 temp hit points and are granted the effects of the Bless spell for the remainder of combat. 6x Advanced Reagent 4x Valorbell 1x Holy Water Potion of Vitality DC 14 Removes Wounded, Disease, and Poison effects. 6x Advanced Reagent 2x Resilient Heart 1x Glass Vial Potion of Superior Healing DC 15 Regain 8d4+8 hit points. 4x Arcane Residue 1x Potion of Greater Healing* Treatment Basic item required by Craftsmen. 2x Plant Fiber Medical Supplies Required for Surgery (1x for wounded 2x for severe wounds) 5x Bolt of Cloth 10x Daisy 1x Glass Vial Potion of Healing DC 13 Regain 4d4+4 hit points. 4x Basic Reagent 6x Daisy 1x Glass Vial Potion of Climbing DC 11 Climb speed equal to movement for the remainder of combat. 4x Basic Reagent 1x Feral Claw 1x Glass Vial Potion of Growth DC 13 Grants the effects of the Enlarge spell. 6x Basic Reagent 4x Giant's Root 1x Glass Vial Potion of Greater Healing DC 14 Regain 6d4+6 hit points. 6x Advanced Reagent 1x Potion of Healing* Potion of Regeneration DC 15 Grants the effects of the Regenerate spell, restoring any lost limbs and removing the Maimed status. 1x Potion of Heroism* 1x Potion of Vitality* 20x Arcane Residue 4x Mysterious Mushroom Potion of Speed DC 14 Grants the effects of the Haste spell. Incurs Exhaustion after as normal. 4x Arcane Residue 6x Brisk Leaf 1x Glass Vial

  • Vocations | Halcyon D&D

    Vocation Overview Angler Provisioner Survivalist Vocation Overview Vocations are a time honored tradition amongst the adventurers of the land. There are many known vocations that adventurers can pick up and train in their off hours, but of the most notable are the angler, provisioner, and survivalist. Catching fish, cooking an aromatic dish, or learning the lands can help any adventurer and their allies! The scaling for gained experience is the same across all vocations. Each time you level in each vocation, they will gain a base +1 to their rolls for Provisioner, Angler, or Survivalist. The breakpoint for experience is below. Experience Needed Per Rank Rank 1 - 0 Rank 2 - 400 Rank 3 - 800 Rank 4 - 1600 Rank 5 - 3200 Rank 6 - 6400 Rank 7 - 12800 Rank 8 - 25600 Rank 9 - 51200 Rank 10 - 124400 Angler Master of the hook, brave non-sea fairing folks of the Marches' landlocked setting. Armed with a fishing rod and bait, these brave fishers may take on the lake or river locations for all your fishing dreams. There are two fishing zones across located in the lake and river and there are two ways of fishing: for the natural wise survivor they can do it the old fashioned way with a fishing rod in hand, and the hardy and strong can pick up a spear and start skewering! To acquire a fishing rod, adventurer's may find a fishmonger within the hubs. They will also have a select quantity of fishes for purchase as well. Standing out as masters of their craft, they'll always be impressed with how well you show off your fishes to them. The fishmonger's will also carry bait that can be procured for a small sum of gold. This bait is needed for one to properly fish at either location. It does not expire or go bad, and even if the bait is several days old those slippery fish will always bite! Provisioner Anyone can cook. Right? From meat to fish to throwing together a good, crispy meal for other adventurers, the provisioners are the backbones of the Marches. There are multiple different feasts the provisioner may make for their fellow adventurers including: trail rations, roasted vegetables, spiced meat cutlets, and even the tasty dish of all- Silverymoon Grand Table Feast! Whatever it may be, the provisioner can provide. The more one puts into their craft, the better the outcome will be. One cannot expect to make a Grand Table Feast when they've just begun their journey to be a provisioner. However, all that one can make throughout their pursuits to feed friends and companions will be of use. Everything can be used by others, but be wary that there are some... interesting racial dietary needs for others. Any good provisioner will be looking over their ingredients before cooking them. Depending, there may be certain meats that don't quite look like normal fish or deer. These strange cuts of meats will perturb the average adventurer's stomach, but will not cause sickness, but will satiate even further some races with percurliar appetites. Once cooked, it's impossible to tell with these suspicious meats, so do be mindful to always trust your food sources! Provisioner Breakpoints Bon us Per Rank Rank 1 - Can cook Tier 0 and Tier 1 Meals Rank 4 - Can cook Tier 2 Meals Rank 7 - Can Cook Tier 3 Meals Rank 10 - 25% chance to double each meal prepared. Novice Creations Adept Creations Expert Creations Spiced Meat Cutlets Total Amount 6 | Satiety: 45 2 Meat 2 Vegetables 2 Spices Fish & Herb Pot Total Amount 7 | Satiety: 50 2 Fish 3 Vegetables 2 Spices Wilderness Stew Total Amount 9 | Satiety: 55 2 Meat 3 Vegetables 4 Spices Trail Rations Total Amount 2 | Satiety: 10 1 Meat/ 2 Fish 0 Vegetables 1 Spices Roast Vegetables Total Amount 2 | Satiety: 10 0 Meat/Fish 1 Vegetables 1 Spices Charred Meat Cuts Total Amount 3 | Satiety: 20 2 Meat 1 Vegetables 0 Spices Broiled Fish & Root Mash Total Amount 4 | Satiety: 25 2 Fish 2 Vegetables 0 Spices Hunter's Roast Plate Total Amount 5 | Satiety: 30 2 Meat 3 Vegetables 0 Spices Frosthill's Feast Total Amount 10 | Satiety: 70 2 Meat 4 Vegetables 4 Spices River Rauvin Celebration Dish Total Amount 12| Satiety: 75 2 Fish 4 Vegetables 6 Spices Silverymoon Grand Table Feast Total Amount 13| Satiety: 80 2 Meat 5 Vegetables 6 Spices Survivalist Spending just a bit of time in the wilderness can grant you many things! The survivalist has trained themselves and honed their craft to make sure whenever they do spend their energy on a task, they do so in the correct ways. From collecting sand to logs, or rummaging for seeds to plant, the survivalist knows exactly what to do for most any situation. One of the cornerstones of any survivalist is helping hone skills and professions. Anyone can become a survivalist but not just anyone can become a well trusted and allied individual for others to do trade with. It's also not just those skilled in their professions the survivalist may help, but the provisioner as well. Meats can be procured, if one has a handy bow and a few arrows, and food may always be on the table with the ever helpful survivalist! Survivalist Breakpoints Bon us Per Rank Rank 1 - Start Rank 4 - +2 Energy per Long Rest Rank 7 - +2 Energy per Long Rest Energy Required per Action 10 Energy per Long Rest - Max of 10 1 - Collect Sand 1 + (2/4/6) 1 - Collect Fiber 1 + (2/4/6) 2 - Collect Logs 2 + (4/6/8) 2 - Hunt Small Game (Feathers) - 4 + (4/8/12) Feathers | 2 + (4/8/12) Raw Meat 2 - Hunt Small Game (Hide) 2 + (2/4/6) Hides | 2 + (2/4/6) Raw Meat | 4 Feathers 4 - Hunt Large Game 1 Animal Carcass | 5 + 2/4/6/8 Hide | 5 + (2/4/6/8) Raw Meat 4 - Plant/Water/Harvest Veggies | Roll + 2 Amount of Seeds Vegetables

  • Genasi (Water) | Halcyon D&D

    Water Genasi Racial Guidelines Basic Traits Racial Traits Water Genasi Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves. Their skin is often shades of blue or green, sometimes a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly invisible fish scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself. Water genasi are unusually patient for genasi and have a strongly independent streak. Most are used to solving problems on their own and not afraid to take a lot of time doing so. At times, they are like terrible storms, fierce and destructive, but most often they present a tranquil appearance despite whatever emotions run underneath their quiet surface. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Sea of Fallen Stars Vilhon Reach Dragon Cost Sembia Aglarond Chessenta Deities Deep Sashelas (Aquatic Elves) Istishia Auril Valkur Umberlee Enmity Generally amicable with many races and people Humans (Distrusted, especially those from Calimshan) Affinity Generally amicable with many races and people Notable Features Isolationist, proud, affinity to arcane and elemental magic, omnivore. Prideful, saw themselves as superior over all other races including Genasi. Basic Traits Height Min: 150 cm (4'11") Max: 190 cm (6'3) Languages Common Primordial Life Spa n Adulthood: 18 years Longevity: 120 years Movement 3 ti le s per turn Racial Traits D arkvision 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. Amphibious You can breathe both air and water, and you have innate swim speed . Natural Magic (Water) Calling to the waves of the Elemental Plane of Water, all water genasi know the basics of water magic. You know the Poison Spray and Shape Water cantrips, as well as the Create or Destroy Water spell. Acid Resistance You are r esistant to acid damage.

  • Professions | Halcyon D&D

    Professions The economies of the Forgotten Realms are built on the shoulders of its diverse and mystical people. The lost treasures found by curious adventurers, the potions and medicinal supplies concocted by apothecaries, the weapons and armor handmade by blacksmiths and craftsmen, the materials harvested by foragers... they all play a role in the flow of money in a world of mystery and magic. These are the professions of Halcyon and each character may specialize in one of their choosing. Professions Adventurer A scourer of dungeons, a hunter of monsters, and a seeker of quests. Apothecary A brewer of potions and toxins with effects both menial and effervescent. Blacksmith A metalworker well-versed in the art of forging arms and armor. Craftsman An artisan of leather and timber, they are tailor, bowyer, and carpenter. Forager A collector, harvester, and gatherer of all things natural and useful.

  • Fey'ri | Halcyon D&D

    Fey'ri Racial Guidelines Basic Traits Racial Traits Fey'ri Fey'ri were not a true elven subrace. They were to elves as tieflings were to humans and tanarukks were to orcs . The fey'ri were the result of interbreeding between sun elves and tanar'ri in an attempt to strengthen the sun elf bloodline. Fey'ri considered their bloodline to be very important, and prided themselves on being able to trace it back to House Dlardrageth or the daemonfey . This meant that breeding typically only occurred with other fey'ri or, very rarely, elves, but they generally rejected the notion of elven resemblance as offensive. The fey'ri would generally look negatively upon outsiders, but were respectful towards intelligence, strength, and flexible morals. Even once having made a "friend", a fey'ri would abandon that person immediately if the fey'ri saw that individual as more than a minor annoyance. As Silvergarde came under siege by Kargresh, his forces having unleashed pure chaos from Hellgate Dell, Fey'ri became more and more prevalent. The power hungry creatures took root within his ranks, but after he fell they turned their attention anew to the boundless opportunities in New Ascalhorn. Now, they serve the ruinous city full of miscreeds, their existence solely furthering the nefarious purposes of those who operate within the shadows. Applications: Closed Limited Slots To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands High Forest Western Faerun Cormanthyr Deities Ghaunadaur Seldarine (Rarely. Elven Pantheon; Shevarash) Enmity Elves (Particularly Moon and Wood) Orcs Affinity Generally disdained by most races Notable Features Fiend-blooded elves, shape-changer between Sun Elf and Fiend form, horned and often tailed, innate spellcasting, seductive and cunning, sharp intellect, proud and ambitious, often conflicted heritage, charismatic presence, omnivorous with taste for rich and exotic foods. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Langua ges Common Elvish Abyssal Life S pa n A dult hood: 100 years Longevity: 750 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. Fey Ancestry You are immune to magical sleep effects. Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. T rance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span. Wings Because of your dark leathery wings, your movement counts as flying type all the time. You cannot take fall damage unless you are incapacitated when falling. Elven Mask Masters of deception and disguise. You may alter your physical appearance to remove any wings, horns, scales, or eye color that would otherwise give away the demonic nature of your heritage as an action. You ma y not use this to change any other physical characteristics. Additional if you use this feature to remove your wings you lose access to the flying speed granted in combat. Any ability or feature that reverts transformations reverts you to your true form.

  • Sea Elf | Halcyon D&D

    Sea Elf Racial Guidelines Basic Traits Racial Traits Sea Elf Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water. Aquatic elves could have eye colors including turquoise, white, black, blue, green, and rarely silver. Their hair was usually thick and somewhat stringy, and some aquatic elves had a rough hair texture. It could be blue-green, emerald green, blue, black, silver, or even occasionally red. Warriors clipped their hair short, but other aquatic elves wore it long and flowing. Females in particular sometimes grew their hair up to 4 feet long. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Sea of Fallen Stars Western Coast of Faerun Deities Deep Sashelas (Patron Deity) Asathalfinare Pantheon Corellon Trishina Istishia Enmity Marel (Sea Elves that follow Umberlee) Sahuagin Sharks Malenti (Sahuagin that look like Sea Elves to infiltrate them) Affinity Triton Marine Storm Giants Notable Features Amphibious, webbed fingers and toes, extremely loyal, territorial, omnivorous, graceful, Elvish pride and tradition, reserved and cautious with surface folk. Basic Traits Height Min: 140 cm (4'7") Max: 200 cm (6'6") Langua ges Common Elvish Life S pa n A dult hood: 100 years Longevity: 750 years Mo vement 3 ti le s per turn Racial Traits Child of the Sea You can breathe air and water, you have innate swim speed, and you have resistance to cold damage. 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. Fey Ancestry You are immune to magical sleep effects. Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span.

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