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- Halcyon D&D
Halcyon D&D is a text based roleplaying server for Conan Exiles. Based on Dungeons and Dragons 5e systems. Season 6: The Storm that Planted Stars T he Storm's Crown Horde surged through the Marches like a flood of wrath, bringing with them the fury of Talos himself. The lands trembled… until a pact was struck in the shadows. Isun and Orvius, desperate to halt the devastation, made a fateful alliance with the enigmatic Knights in White—none other than Lady Ashpride’s Argent Legion. In one ruthless night, an elite strike team eliminated the Storm’s Crown leader and claimed the legendary Runeblades. With them, Orvius unlocked the Talos Vault… and found a storm of pure magic. From that chaos was born Arcanium—a raw, unstable force of unimaginable power refined into a crystallized form. But the Horde’s final revenge destroyed the Oasis. The Windseekers were broken—reborn only as the Seekers. In the ashes rose Varelmere, a new trade port built on dreams… and Arcanium. The Seekers and the Argent Legion vowed to share its power—but they weren’t the only ones who came seeking it. Now the Marches boil with ambition and deceit. The shadowy Keepers. The zealous Radiant Heart. The forsaken Tribe of Many. The cunning Bregan D’aerthe. All hunger for Arcanium. All will fight to claim it. But even as new powers rise… ancient evils stir. In the Far Forest. In the Underdark. Beyond the veil of realms. The frontier teeters on the edge of ruin—or rebirth. This is the dawn of a new chapter… Server Info
- 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 Assassinate You gain a +5 Bonus to your Initiative Rolls. 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. Additionally you gain advantage on all attacks during the first round of combat. The first Sneak Attack you land against each target causes them to begin to bleed. Roving Aim Your speed isn't reduced to 0 by using Steady Aim. This may only be used on melee attacks. 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. Envenom Weapons Requires Level 12 When you apply a poison effect from your Poisoner's Kit that target also takes 1d6 additional Poison damage. This damage ignores Resistance to Poison damage. Nick Requires Level 12 When you make an attack while wielding a dagger in each hand, you can make an attack with your off hand dagger for free instead of as a Bonus Action. You can make this extra attack only once per turn. 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.
- 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.
- Craftsman | Halcyon D&D
Craftsman Creations Craftsman Attuned with the wilds, a craftsman specializes in tanning hides and leathers, as well as shaping wood, utilizing them to make armor and weapons fitted for those lighter of foot or closer to nature, eventually advancing to become master architects and builders. Leatherworking & Weaving You know how to turn animal hides into usable leather. As a novice craftsman, you are able to create leather. This requires 2 hides. You can also weave plants into cloth. This requires 2 plant fibers. Masonry You know how to use the earth's materials into usable stone bricks. As a novice craftsman, you are able to create a stone brick. This requires 2 sand and 2 iron ore. Woodworking You know how to turn logs into usable lumber. As a novice craftsman, you are able to create lumber. This requires 2 logs. Creation s You are a carpenter and tailor capable of bringing all kinds of crafts to completion. To successfully make a creation, you must pass its corresponding DC based off a 1d20 + Craftsman Level + DEX roll. Apparel Crafting Requires Craftsman: Adept You may now create basic attire and accessory items. These are the fundamental items required for most magical items and provide the wearer an increase to their base skill stats. You can also make magical arrows and bolts that bypass physical resistances. Arcane Infusions Requires Craftsman: Adept You may now re-forge arrows and some weapons, granting them a +1 bonus to Attack Bonus and bypassing any physical damage resistances on the target. This requires the complete weapon and 20 Arcane Residue. On a failed attempt, only the Arcane Residue is lost. Enhancements of this nature increase the crafting DC by 2 and are subject to a 1d20 + Arcana roll in order to pass it. Architect Requires Craftsman: Expert You have learned how to draw blueprints and create large structures. This allows you to design and prepare additions to your clan's base. These come in the form of profession stations, mining facilities, and greenhouses. A clan size of 4 or less players may have single workstation installed. A clan size of 5 - 9 may have one workstation, and one facility installed. A clan size of 10 - 15 may have two workstations, and two facilities installed. *If a clan's size falls below the threshold while possessing an amount of workstations or facilities that exceed their new maximum a ticket must be made. You will then be given up to one week to recruit new members or choose which station you would like to lose. If an audit is pe rformed and you do not have an active ticket all of your clans workstations and facilities will be deleted and will not be refunded. Novice Creations Adept Creations Expert Creations Shield DC 14 - One Handed +2 AC 4x Leather 2x Lumber 1x Treatment Arrows (x40) DC 11 - Ammo Shortbow & Longbow ammo. 6x Lumber Hand Crossbow DC 12 - Ranged 1d6 Piercing damage. 2x Lumber 2x Leather 1x Treatment Shortbow DC 12 - Two Handed 1d6 Piercing damage. 3x Lumber 1x Leather 1x Treatment Longbow DC 14 - Ranged 1d8 Piercing damage. 6x Lumber 2x Leather 1x Treatment Weapon Handle DC 10 Basic item required by Blacksmiths. 1x Hide 1x Log Wooden Club DC 11 - One Handed 1d4 Bludgeoning damage. 2x Lumber 1x Treatment Net (4x) DC 12 - Ammo Grants the ability "Throw Net" to restrain the target on a success (STR save). 4x Leather Staff DC 12 - Two Handed 1d8 Bludgeoning damage. 4x Lumber 1x Treatment Whip DC 13 - One Handed 1d4 Bludgeoning damage. Reach. Finesse. 4x Leather 1x Treatment Leather Armor DC 11 - Light Armor AC 11 + DEX 10x Leather 1x Treatment Bola (4x) DC 12 - Ammo Grants the ability "Throw Bola" to restrain the target on a success (DEX save). 4x Leather Bolts (x40) DC 12 - Ammo Crossbow ammo. 6x Lumber Crossbow DC 13 - Ranged 1d8 Piercing damage. 4x Lumber 2x Leather 1x Treatment Heavy Crossbow DC 14 - Ranged 1d10 Piercing damage. 4x Lumber 4x Leather 1x Treatment Quarterstaff DC 12 - Two Handed 1d8 Bludgeoning damage. 2x Lumber 1x Treatment Bag DC 12 - Misc +1 Potion Uses. 1x Leather Cloak DC 12 - Back +1 Stealth. 5x Bolt of Cloth Holy Symbol DC 12 - Focus +1 Religion. 1x Silver Ingot Robe DC 12 - Body +1 Arcana. 10x Bolt of Cloth Surgeon's Tools DC 12 - Offhand Allows curing of regular wounds, using Medicine. 4 Medicine & Medicine Proficiency required to use. 1x Steel Ingot 2x Bolt of Cloth Craftsman's tools DC 12 - Offhand +2 Craft bonus for Craftsmen. 2x Steel Ingot 1x Treatment Belt DC 12 - Waist +1 Athletics. 1x Leather Gloves DC 12 - Hands +1 Sleight of Hand. 2x Leather Necklace DC 12 - Neck +1 Performance. 1x Silver Ingot Tome DC 12 - Accessory +1 History. 2x Bolt of Cloth 1x Leather Apothecary's Tools DC 12 - Offhand +2 Craft bonus for Apothecaries. 1x Steel Ingot 2x Glass Vials Thieves' Tools DC 12 - Offhand +1 Sleight of Hand and allows for lockpicking. 2x Steel Ingot Boots DC 12 - Feet +1 Acrobatics. 2x Leather Hat DC 12 - Head +1 Persuasion. 2x Bolt of Cloth Ring DC 12 - Ring +1 Deception. 1x Silver Ingot Studded Leather DC 13 - Light Armor AC 12 + DEX 12x Leather 1x Treatment Blacksmith's Tools DC 12 - Offhand +2 Craft bonus for Blacksmiths. 2x Steel Ingot 1x Weapon Handle Insignia of Claws DC 15 - Necklace +1 to Hit Bonus (Unarmed) 1x Necklace 1x Holy Symbol 4x Precious Gemstone 20x Arcane Residue Cooking Utensils DC 12 - Offhand Unlocks Cooking 2x Steel Ingot 1x Lumber Apothecary Station Workstation 100x Stone Brick 150x Lumber 50x Silver Ingot Blacksmithing Station Workstation 100x Stone Brick 150x Lumber 50x Silver Ingot Craftsman Station Workstation 100x Stone Brick 150x Lumber 50x Silver Ingot Greenhouse Facility 75x Stone Brick 150x Lumber 30 Silver Ingots Basic Herbs and one Advanced Herb of your choosing. Mine Facility 75x Stone Brick 150x Lumber 30 Silver Ingots
- Magical Items | Halcyon D&D
Attunements Magic Items Exotic Oddities Cryptic Anomalies Magical Peculiarities Esoteric Curios Magical Items Whether a warrior seeks to tap into magic they otherwise would never grasp, or a spellcaster seeks to channel their magic into something more reliable and permanent, the arduous creation of magical items and the power therein has long been a studied practice that all have the means to pursue, but not necessarily the skills and persistence to see through to completion. The creation of these items is not for the faint of heart. It takes but the greatest of wizards or most mighty of archdruids to easily imbue an object with such magical powers. For most, it is simply easier to purchase these items from another. But for those that wish to seek Tymora's favor, it is not difficult to find a place to practice such arcane arts. Be warned, the process is costly. Both in it's physical requirements and it's mental ones. Attunement You can use /Attune and /Unattune with magical items. However, there are some restrictions: You can only attune to a maximum of 3 magical items at a time. You may only be attuned to one item of a particular wearable slot (neck, back, ring, etc.). You may only attune to one "Protection" magic item at a time. These items are the Cloak of Protection, Ring of Protection, Staff of Defense and the Watchful Helm. The Bag of Holding magic item will allow you to attune to a maximum of 5 magic items, including the bag itself. You must have at least one magical item already attuned to attune to a Bag of Holding. Creating Magical Items Creating Magical Items Magical Items can be created within the mage's tower of the hub. Players will need to collect the listed materials and bring them to either location to begin. Every five days a magical item can be created, once created the same magic item cannot be crafted by the player again for two weeks. There is no chance of failure, so once the items are collected the item will be created! Magical Items are broken into tiers based on their rarity starting. Uncommon Magical Items are the first step and are used to create Rare Magical Items. These are then used to make Very Rare Magical Items. Wonderous Items cannot be crafted and must be bought from specific NPCs or other players. Amulet of Constitution Neck This necklace grants the wearer a +1 bonus to their Constitution score. Rare, Craftable | 6,000g (Arcanium: Buy, 20 | Sell, 40) 1x Necklace 1x Amulet of Health 20x Silver Ingot 40x Daisy 12x Resilient Heart 10x Arcanium Amulet of Health Neck This amulet grants the wearer a +12 bonus to their hit points. Grants: Tough Feature Uncommon, Craftable | 3,500g (Arcanium: Buy, 15 | Sell, 30) 1x Necklace 10x Silver Ingot 30x Daisy 9x Resilient Heart 20x Arcanium Amulet of Proof Against Location and Detection Neck While wearing this amulet, you are hidden from divination magic. Uncommon, Craftable | 3,500g (Arcanium: Buy, 20 | Sell, 40) 1x Necklace 10x Silver Ingot 30x Valorbell 9x Unstable Essence 20x Arcanium Belt of Strength Waist This belt grants the wearer a +1 bonus to their Strength score. Rare, Craftable | 6,000g (Arcanium: Buy, 20 | Sell, 40) 1x Belt 1x Rope of Entanglement 20x Silver Ingot 30x Giant's Root 12x Resilient Heart 10x Arcanium Boots of Dexterity Feet These boots grants the wearer a +1 bo nus to their Dexterity score. Rare, Craftable | 6,000g (Arcanium: Buy, 20 | Sell, 40) 1x Boots 1x Bracers of Flying Daggers 20x Silver Ingot 40x Brisk Leaf 12x Feral Claws 10x Arcanium Boots of Speed Feet These boots grant the wearer an additional 1 tile of movement speed. Very Rare, Craftable | 9,000g (Arcanium: Buy, 25 | Sell, 50) 1x Boots 1x Boots of Dexterity 30x Silver Ingot 50x Briskleaf 15x Unstable Essence 5x Arcanium Bracers of Flying Daggers Hands In place of one of your attacks on your turn, you make a ranged attack within 6.5 tiles, dealing 1d6+1 damage on a hit. This attack is considered magical. Uncommon, Craftable| 3,500g (Arcanium: Buy, 15 | Sell, 30) 1x Gloves 10x Silver Ingot 30x Briskleaf 9x Feral Claw 20x Arcanium Cape of Charisma Back This cloak grants the wearer a +1 bonus to their Charisma score. Rare, Craftable | 6,000g (Arcanium: Buy, 20 | Sell, 40) 1x Cloak 1x Rod of Rulership 20x Silver Ingot 40x Valorbell 12x Captured Melody 10x Arcanium Cloak of Invisibility Back Once per day, the wearer may cast Invisibility (V) as an action without expending spell slots or materials. Very Rare, Craftable| 9,000g (Arcanium: Buy, 25 | Sell, 50) 1x Cloak 1x Cape of Charisma 30x Silver Ingot 50x Valorbell 15x Unstable Essence 5x Arcanium Cloak of Protection Back You gain a +1 bonus to AC while you wear this cloak. Adds +1 to all saving throws. Rare, Craftable | 6,000g (Arcanium: Buy, 20 | Sell, 40) 1x Cloak 1x Ring of Protection 20x Silver Ingot 40x Mother's Leaf 12x Draconic Scale 10x Arcanium Dispelling Stone Accessory You may toss the stone at a target and dispel it of all magical effects. Two charges per combat. Rare, Craftable | 6,000g (Arcanium: Buy, 20 | Sell, 40) 1x Stone Brick 1x Amulet of Proof against Detection and Location 20x Silver Ingot 40x Briskleaf 12x Unstable Essence 10x Arcanium Gem of Seeing Head Once per day, you can cast See Invisibility (V) on yourself. Uncommon, Craftable | 3,500g (Arcanium: Buy, 15 | Sell, 30) 1x Hat 10x Silver Ingot 30x Valorbell 9x Precious Gemstone 20x Arcanium Gloves of Wisdom Hands These gloves grants the wearer a +1 bonus to their Wisdom score. Rare, Craftable | 6,000g (Arcanium: Buy, 20 | Sell, 40) 1x Gloves 1x Gem of Seeing 20x Silver Ingot 40x Valorbell 12x Feral Claw 10x Arcanium Hat of Disguise Head You may cast the Disguise Self spell (V) at will. The spell ends if the hat is removed. Uncommon, Craftable | 3,500g (Arcanium: Buy, 15 | Sell, 30) 1x Hat 10x Silver Ingot 30x Valorbell 9x Unstable Essence 20x Arcanium Headband of Intelligence Accessory This headband grants the wearer a +1 bonus to their Intelligence score. Rare, Craftable | 6,000g (Arcanium: Buy, 20 | Sell, 40) 1x Tome 1x Hat of Disguise 20x Silver Ingot 40x Mother'sleaf 12x Precious Gemstone 10x Arcanium Ring of Feather Falling Ring You are immune to fall damage while wearing this ring. Uncommon, Craftable | 3,500g (Arcanium: Buy, 15 | Sell, 30) 1x Ring 10x Silver Ingot 30x Brisk Leaf 9x Unstable Essence 20x Arcanium Ring of Jumping Ring While wearing this ring, you may cast the Jump spell (V) on yourself as a bonus action on your turn. Has two charges. Rare, Craftable| 6,000g (Arcanium: Buy, 20 | Sell, 40) 1x Ring 1x Ring of Feather Falling 20x Silver Ingot 40x Mysterious Mushroom 12x Feral Claws 10x Arcanium Ring of Shooting Stars Ring 3 Item Charges, 1 Charge to cast Faerie Fire (V). 1 Charge to cast Shooting Stars (V): the target takes 5d4 damage on a failed save (DC 17 DEX Save) and half as much on a success. Very Rare, Craftable| 9,000g (Arcanium: Buy, 25 | Sell, 50) 1x Ring 1x Ring of Jumping 30x Silver Ingot 50x Valorbell 15x Precious Gemstone 5x Arcanium Rod of Rulership Accessory Once per day, DC 17 vs WIS Save Charm. Uncommon, Craftable | 3,500g (Arcanium: Buy, 15 | Sell, 30) 1x Wood Club 10x Silver Ingot 30x Mysterious Mushroom 9x Capture Melody 20x Arcanium Ring of Protection Ring You gain a +1 bonus to AC while you wear this ring. Uncommon, Craftable | 3,500g (Arcanium: Buy, 15 | Sell, 30) 1x Ring 10x Silver Ingot 30x Mother'sleaf 9x Draconic Scale 20x Arcanium Rope of Entanglement Ammunition 1 Attack Action, 8 Tile Range. DC 17 vs STR Save Restrain. Uncommon, Craftable | 3,500g (Arcanium: Buy, 15 | Sell, 30) 30x Bolts of Cloth 10x Silver Ingot 30x Brisk Leaf 9x Captured Melody 20x Arcanium Staff of Defense Main Hand, Two-Handed (Wizard/Sorcerer) This staff grants you a +1 bonus to AC and has 5 charges per long rest. You may cast Mage Armor (1 charge, V) and Shield (2 charges, V). Very Rare, Craftable | 9,000g (Arcanium: Buy, 25 | Sell, 50) 1x Staff 1x Cloak of Protection 30x Silver Ingot 50x Mother'sleaf 15x Precious G emstone 5x Arcanium Staff of Fire Main Hand, Two-Handed This staff has 5 charges per long rest. You may cast Burning Hands (1 charge, V) and Fireball (3 charges, V). Very Rare, Craftable| 9,000g (Arcanium: Buy, 25 | Sell, 50) 1x Staff 1x Tome of Intelligence 30x Silver Ingot 50x Valor Bell 15x Draconic Scale 5x Arcanium Staff of Healing Main Hand, Two-Handed (Bard, Cleric, Druid) This staff has 5 charges per long rest. You may cast Cure Wounds 2nd (1 charge, V), Lesser Restoration (2 charges, V), and Mass Cure Wounds (5 charges, V). Very Rare, Craftable| 9,000g (Arcanium: Buy, 25 | Sell, 50) 1x Staff 1x Gloves of Wisdom 30x Silver Ingot 50x Daisy 15x Captured Melody 5x Arcanium Exotic Oddities Travelers come from far and wide to trade within the Silver Marches. It just so happens that those coming from the south and far east often make their way directly through Hellgate Dell on their way to Luruar. Expect to see traveling caravans stopping for respite in the area every so often. Isun has set up a trading outpost at the Oasis! Wonderous Magical Items are always in stock, but due to their rarity will be sold at 25% mark up on their appraised prices. Alternatively all of these items may be purchased for Marks of Service from a quartermaster within one of the hubs. Amulet of the Devout Neck (Cleric/Paladin) While you wear this holy symbol, you gain +2 Spell Bonus and +1 Class Resource. Wonderous, Exotic | 13,500g (Arcanium: Buy, 30 | Sell, 60) Arcane Grimoire Focus (Wizard, Arcane Trickster, Eldritch Knight only) Grants +2 Spell Bonus (INT) As a bonus action, stay yourself and focus on the arcane powers within your Grimoire. Granting you +2 Spell Bonus (INT) until the end of your turn at the cost of your movement. Wonderous, Exotic |13,500g (Arcanium: Buy, 30 | Sell, 60) Bag of Holding Misc This bag has an interior space considerably larger than its outside dimensions. You may equip 1 additional magic item. Wonderous, Exotic | 13,500g (Arcanium: Buy, 30 | Sell, 60) Bracers of Archery Hands +2 Attack Bonus and damage when using a Shortbow or Longbow. Wonderous, Exotic | 13,500g (Arcanium: Buy, 30 | Sell, 60) Flame Tongue (Greatsword) Main Hand, Two-Handed A greatsword that deals an additional 1d6 fire damage on successful attacks. Also grants +1 Melee Hit Bonus and damage. Wonderous, Exotic | 13,500g Instrument of the Bards Focus (Bard only) While this is in your focus slot you gain a +2 Spell Bonus Wonderous, Exotic |13,500g (Arcanium: Buy, 30 | Sell, 60) Serpent Scale Armor Body 16 AC + DEX (2 max). Ability to swap weapons/equip ammo as a free action once per turn. Requires Medium Armor Proficiency. Wonderous, Exotic |13,500g (Arcanium: Buy, 30 | Sell, 60) Dragonhide Belt Belt (Monk only) Grants +2 Spell Bonus (Wis) As a full round action, once per short rest you may pause and meditate inwards. Restoring 1d4 ki points. Wonderous, Exotic |13,500g (Arcanium: Buy, 30 | Sell, 60) Dwarven Plate Body 20 AC. Reaction ability to decrease di stance you are pushed by 1 tile. Requires Heavy Armor Proficiency and (2) STR. Wonderous, Exotic | 13,500g (Arcanium: Buy, 30 | Sell, 60) Frost Brand (Katana) Main Hand, Two-Handed A katana that deals an additional 1d6 cold damage on successful attacks. Also grants +1 Melee Hit Bonus and damage. Wonderous, Exotic | 13,500g Glamoured Hunter's Coat Body 13 AC + DEX. 3 Charges per rest. Use one charge to deal 1d10 necrotic damage after you deal a strike to a target within range at the cost of your reaction. Additionally, you can make this armor appear as a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. Requires Light Armor Proficiency. Wonderous, Exotic | 13,500g (Arcanium: Buy, 30 | Sell, 60) Moon Sickle Focus (Druid, Ranger only) Grants +2 Spell Bonus (Wis) Grants +3 Herbalism Bonus When you restore hit points to a target you may restore an additional 1d4 hit points. Wonderous, Exotic | 13,500g (Arcanium: Buy, 30 | Sell, 60) Robes of the Archmagi Body (Sorcerer/Warlock/Wizard) While wearing this robe, your AC becomes 13 + DEX. You also gain a +2 Spell Bonus. Wonderous, Exotic | 13,500g (Arcanium: Buy, 30 | Sell, 60) Staff of the Woodlands Mainhand, Two-Handed (Druid only) While wielding this staff you gain +2 Spell Bonus, Ensnaring Strike (1 charge, V) and Erupting earth (3 charges, V) Wonderous, Exotic |13,500g (Arcanium: Buy, 30 | Sell, 60) Watchful Helm Head +1 AC. Once per day, you can cast See Invisibility (V) on yourself. Wonderous, Exotic | 13,500g (Arcanium: Buy, 30 | Sell, 60) Wraps of Unarmed Prowess Hands Grants +2 Hit Bonus (Unarmed) and damage to unarmed attacks. Wonderous, Exotic | 13,500g (Arcanium Buy, 30 | Sell, 60) Cryptic Anomalies Exceedingly rare magical items may find the adventurer in their time of need! When the seasons change, and there's magic in the air, adventurers may get lucky and find some of these enchanted items. They are rarely readily available to be purchased. Frost Brand (Greataxe) Main Hand, Two-Handed A Greataxe that deals an additional 1d6 cold damage on successful attacks. Also grants +1 Melee Hit Bonus and damage. Stormcaller (Greataxe) Main Hand, Two-Handed A Greataxe that deals an additional 1d6 lightning damage on successful attacks. Also grants +1 Melee Hit Bonus and damage. Stormcaller (Greatsword) Main Hand, Two-Handed A Greatsword that deals an additional 1d6 lightning damage on successful attacks. Also grants +1 Melee Hit Bonus and damage. Stormcaller (Katana) Main Hand, Two-Handed A katana that deals an additional 1d6 lightning damage on successful attacks. Also grants +1 Melee Hit Bonus and damage. Thundering (Warhammer) Main Hand, Two-Handed A Warhammer that deals an additional 1d6 thundering damage on successful attacks. Also grants +1 Melee Hit Bonus and damage. Magical Peculiarities Sometimes adventurers need a little extra magic! These items may be purchased in the Oasis and each have their own effect. This shop has flavor magical items and reagents for ritual spells. Anti-Magic Restraints Pocket Consumable magical item that can be applied during consequences with permission from the other party. Single use, may be removed by anyone using the "Help" action against the target. Prevents the wearer from using any magic, spells or class abilities while restrained in this way. Normal imprisonment rules apply. Has a button in RPR, and a status when applied to a target. Purchased | 500g Goggles of Night Head Grants Darkvision on equip. Purchased | 3000g (Arcanium: Buy, 6 | Sell, 12) Gloves of Control Flames Hands Non-attunable flavor magic item. Allows the user to cast Control Flames as a free action. Purchased | 1000g (Arcanium: Buy, 4 | Sell, 8) Gloves of Mending Hands Non-attunable flavor magic item. Allows the user to cast Mending as a free action. Purchased | 2000g (Arcanium: Buy, 4 | Sell, 8) Ring of Mage Hand N/A Non-attunable flavor magic item. Allows the user to cast Mage Hand as a free action. Purchased | 2000g (Arcanium: Buy, 4 | Sell, 8) Wand of Prestidigitation Main Hand Non-attunable flavor magic item. Allows the user to cast Prestidigitation as a free action Purchased | 1000g (Arcanium: Buy, 4 | Sell, 8) Crystal Ball Reagent Ritual Reagent. Purchased | 1000g Diamond Reagent Ritual Reagent. Purchased | 500g Incense Reagent Ritual Reagent. Purchased | 10g Lesser Levitating Broomstick Usable Item Please refrain from using these in the hub or highly populated areas. Zooming around and avoiding, or not giving people a chance to roleplay with you while on one will result in a strike and the item being removed from you without a refund. Be courteous. Purchased | 5000g Esoteric Curios The world if filled with magical this and thats. You never know when you might stumble across an enchanted item with some manner of special effect. These can be found from various sources across the region. Though they are rarely directly available for purchase except from other lucky adventurers. All Purpose Tool Focus This tool can shift to fit your needs. Becoming any set of Apothecary, Blacksmith, or Craftsman tools at a whim. As well as granting a +1 bonus to crafting attempts. (Arcanium: Buy, 10 | Sell, 20) Belt of Brilliance Belt Grants the wearer Fire Resistance. (-6 Fire damage) (Primary Resistance Item) (Arcanium: Buy, 8 | Sell, 16) Boots of Elvenkind Feet Grants the wearer a +2 bonus to their Stealth. As well the sounds of the wearer's footsteps make no noise. (Arcanium: Buy, 6 | Sell, 12) Boots of the Winterlands Feet Grants the wearer Cold Resistance. (-6 Cold damage) (Secondary Resistance Item) (Arcanium: Buy, 8 | Sell, 16) Brooch of Shielding Accessory Grants the wearer Force Resistance (-6 Force Damage and Immunity to Magic Missile) (Secondary Resistance Item) (Arcanium: Buy, 8 | Sell, 16) Cloak of Storms Back Grants the wearer Lightning and Thunder Resistance. (-6 Lightning/Thunder damage) (Primary Resistance Item) (Arcanium: Buy, 8 | Sell, 16) Cloak of the Manta Ray Back While wearing this cloak you can breathe underwater, and swimming costs you no extra movement. (Arcanium: Buy, 6 | Sell, 12) Cracked Driftglobe Equipment For one equipment use fill the area around yourself in 6 tiles will bright light, dispelling all darkness effects. (Arcanium: Buy, 6 | Sell, 12) Dread Helm Head Grants the wearer +2 to Intimidation (CHA). The eyes of this helmet glow with a color of your choosing. (Arcanium: Buy, 6 | Sell, 12) Decanter of Endless Water Equipment As a Bonus Action and for one Equipment use, speak the command word, "Geyser", sending out a torrent of water from the decanter. Choose a target within 3 tiles, they must succeed a DC 15 Strength Saving Throw or take 1d4 damage and be knocked prone. (Arcanium: Buy, 10 | Sell, 20) Eversmoking Bottle Equipment As a full round action and one equipment use, you cause, a cloud of thick smoke to pour out in a 3 tile radius from the bottle. The cloud's area is heavily obscured, dim light, and any targets within cannot be targeted with any attack or ability that requires sight of them until the start of their next turn. Additionally they are blinded until the start of their next turn. (Arcanium: Buy, 10 | Sell, 20) Gloves of Thievery Hands Grants the wearer a +2 bonus to Lockpicking while worn. (Arcanium: Buy, 6 | Sell, 12) Horn of Blasting Equipment As a full round action and one equipment use, you can speak the horn's command word and then blow the horn, which emits a thunderous blast in a 3 tile cone. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d6 thunder damage. On a successful save, a creature takes half as much damage. (Arcanium: Buy, 10 | Sell, 20) Immovable Rod Equipment For one equipment use and a reaction become immovable until the end of your next turn. (Arcanium: Buy, 6 | Sell, 12) Lantern of Revealing Equipment As a Bonus Action and one equipment use, lift the hood of this lantern. Shedding bright light in 3 tiles around. Every creature must succeed a DC 15 Dexterity Saving Throw or be Illuminated until the end of their next turn. (Arcanium: Buy, 8 | Sell, 16) Midwinter's Ire Spellbook Unlocks: Frostbite (Cantrip) Frost Fingers (1st) Rime's Binding Ice (2nd) Sleet Storm (3rd) Ice Storm (4th) Cone of Cold (5th) Night Caller Pocket During night and while on unholy ground, blow this whistle to cast Animate Dead (V, If able) to create Undead Thrall without spending the Arcane Residue Cost. (Death Domain, School of Necromancy) (Arcanium: Buy, 6 | Sell, 12) Periapt of Proof Against Poison Necklace Grants the wearer Poison Resistance (-6 Poison Damage) (Secondary Resistance Item) (Arcanium: Buy, 8 | Sell, 16) Pipes of Haunting Equipment As a full round action and one equipment use, blow these pipes to fill the air around with you and eerie tune. Targets that you choose within range must succeed a DC 15 Wisdom Saving Throw or be frightened for two turns. Once frightened in this way a target cannot be frightened by this effect again until they complete a long rest. (Requires Musical Instrument Proficiency) (Arcanium: Buy, 8 | Sell, 16) Ring of Mind Shielding Ring Grants the wearer Psychic Resistance (-6 Psychic Damage) (Primary Resistance Item) (Arcanium: Buy, 8 | Sell, 16) Sentinel Shield Off Hand Grants the wielder a +2 to Initiative Rolls. (Arcanium: Buy, 8 | Sell, 16) Skeleton Key Pocket Serves as Thieves Tools. Not consumed on use. (Arcanium: Buy, 6 | Sell, 12) Storm's Fury Spellbook Unlocks: Lightning Lure (Cantrip) Fog Cloud (1st) Shatter (2nd) Lightning Bolt(3rd) Chromatic Orb Lightning (4th) Chain Lightning (5th) Stone of Good Luck Accessory This stone grants the holder a +1 bonus to all saving throws. (Arcanium: Buy, 8 | Sell, 16) Tankard of Plenty Equipment As a bonus action and one equipment use, drink from this tankard to roll to cure your frightened status. Reducing the remaining cooldown by 1 and clearing it if the DC is passed. Additionally you must succeed on a DC 15 Constitution Saving Throw or be Off Balance until the end of your turn. (Arcanium: Buy, 8 | Sell, 16) Wand of Magic Missiles Equipment As a full round action and one equipment use, cast the Magic Missile spell (V). (Arcanium: Buy, 10 | Sell, 20)
- Warlock | Halcyon D&D
Warlock Class Features Spellcasting Archfey Celestial Fiend Great Old One Hexblade Undying Warlock A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or a fey enchantress—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf. Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady, and stumbles into a pact without being fully aware of it. And sometimes, while poring over tomes of forbidden lore, a brilliant student’s mind is opened to realities beyond the material world, to shadow or undeath. Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure. Subclasses Class Features Basics Base Hit Po ints: 56 Hit Points per Advancement: 14 Actions: 1 Attack, 1 Bonus, 1 Reaction Pact Magic Level 8: + 2 Level 12:+1 (3) Casting Attribute: Charisma Starting Kit: Dagger (x2) Leather Armor Proficiencies Armor: Light Armor Weapons: Simple weapons Sav ing Throws: Wisdom, Charisma Skills: Arcana, History Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Armor of Shadows You can cast mage armor on yourself at will, without expending a spell slot or material components. A protective magical force surrounds you u ntil the end of combat. The target’s AC becomes 13 + DEX. Fiendish Vigor Bolster yourself with a necromantic facsimile of life. You gain 12 temporary hit points. Grasp of Hadar | Repelling Blast When you successfully hit a creature with Eldritch Blast, you can use this feature to pull or push the creature up to 2 tiles toward or away from you in a straight line. Agonizing Blast Eldritch Blast will deal additional damage equal to the caster's Charisma score. Otherworldy Leap Requires Level 10 Acquire the ability to cast Jump on yourself as your next move action. This can be a vertical movement as long as there is a suitable location to find within a 6 tile range. Eldritch Master Requires Level 12 Once per long rest you may draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. As an action, and at the cost of your bonus action, reaction and before you have used any movement on this turn you may regain two spent Pact Magic Slots. Shroud of Shadow Requires Level 12 You surround yourself with a veil of shadow, rendering you invisible to your foes up until you take any action. Usable once per Combat. Otherworldly Patrons The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals. Choose your otherworldly patron (subclass) from the six available: The Archfey, the Celestial, the Fiend, the Great Old One, the Hexblade, and the Undying. These will be unlocked at Level 10 and reach their full potential at Level 12. Spellcasting Your arcane research and the magic bestowed on you by your patron have given you facility with spells. Pact Magic Slots Level 8 Pact M agic: 2 Level 12 Pact M agic: 3 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 Pact Magic Mind Spike Shadow Blade Witch Bolt Misty Step Counterspell 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 6 d8 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. Witch Bolt Evocation 1 Action V, S A beam of crackling, blue energy lances out towards a creature within range. Make a ranged spell attack against the creature. O n a hit, the target takes 5d12 lightning damage and you are able to deal damage (2d12) to the target a gain on the next turn without needing to roll to hit again or taking the cost of a spell slot. If you choose to take any other action, the effect will fade. (1d20 + Spell Bonus vs AC) Misty Step Conjuration 1 Bonus Action V Briefly surrounded by a silvery mist, you teleport up to 3 tiles to an unoccupied space that you can see. Acquired at 10th Level 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. Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. Acquired at 12th Level Chill Touch Eldritch Blast Frostbite Lightning Lure Poison Spray 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 Eldritch Blast Evocation 1 Action V, S A beam of crackling energy streaks towards up to two creatures within range. It takes 1d10 + Charisma Force Damage for each beam. (1d20 + Spell Bonus vs AC) Frostbite Evocation 1 Action V, S You cause numbing frost to form on one creature that you can see within range. 3d6 Cold Damage (8 + Spell Bonus vs CON Save) Acquired at Level 10 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 3d8 lightning damage. (8 + Spell Bonus vs STR Saving Throw) 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 Flavor Spells The following spells are included in the warlock'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 Control Flames Illusory Script Mage Hand Major Image Minor Illusion Plant Growth Prestigidation Unseen Servant 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. Illusory Script Illusion 1 Minute S, M You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature w ith truesight can read the hidden message. 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. Unseen Servant Conjuration 1 Action V, S, M This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. 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. Plant Growth Transmutation Special V, S This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. 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 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. 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. Ritual Spells Spells 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 12 Dream Scrying Scrying Divination 1 0 Minutes V, S, M Class Required: Bard Druid Warlock Wizard Components Required: 1x Crystal Ball 30x Arcane Residue Item from Target of Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a DC 15 Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Secondhand (you have heard of the target): +5 Save Modifier Firsthand (you have met the target): +0 Save Modifier Familiar (you know the target well): -5 Save Modifier Connection Likeness or drawing/painting: -2 Save Modifier Possession or garment: -4 Save Modifier Body part, lock of hair, bit of nail, or the like: -10 Modifier On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. Dream Illusion 1 Minute V, S, M Class Required: Cleric: Twilight Dom ain Druid: Circle of Dreams Bard: College of Glamour Warlock Component Required: Ground up Valor Bell (Flavor) Ground up Brisk Leaf (Flavor) Ground up Mother's Leaf (Flavor ) This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. Subclass: Pact with the Archfey Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. Bonus Proficiencies Skills: Nature Pact of the Tome Your patron gives you a grimoire called a Book of Shadows, which grants access to the Shocking Grasp, Acid Splash, and Sword Burst cantrips. Fey Presence Project a beguiling and fearsome presence of the fey, attempting to charm up to 10 humanoid targets within a 1 tile range of you. Each target must make a Wisdom Saving Throw. The creatures that fail their saving throws are all charmed by you until the end of their next turn. Usable once per short rest. Misty Escape You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible, and teleporting up to 6 tiles away. You can remain invisible until the start of your next turn, or until you attack or cast a spell. Usable once per short rest. Beguiling Defenses Requires Level 12 Your patron taught you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for the duration of the fight or until the creature takes any damage. Pact Spells Cantrips Pact Magic Calm Emotions Charm Person Crown of Madness Faerie Fire Sleep Synaptic Static 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) Faerie Fire Evocation 1 Action V Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. Synaptic Static Enchantment 1 Action V, S You choose a point 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 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. 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) Acquired at Level 12 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 Acid Splash Shocking Grasp Sword Burst Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) 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. 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) Subclass: Pact with the Celestial Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse. Being connected to such power can cause changes to your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world. Bonus Proficiencies Skills: Medicine Class Resources Level 10: +8 Level 12: +12 Pact of the Tome Your patron gives you a grimoire called a Book of Shadows, which grants access to the Shocking Grasp, Acid Splash, and Sword Burst cantrips. Healing Light As a bonus action, you can heal one creature you can see within 6 tiles for 4d6 hit points for the cost of 4 Class Resources. Celestial Resilience When you complete a long or short rest you gain temporary hit points equal to your Character Level + Charisma score. Grants: Tough Feature. Searing Vengeance Requires Level 12 The radiant energy you channel allows you to resist death. When you reach 0 hit points at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. If you have remaining class resources, consume all remaining CR, healing 1d6 per CR. Each creature within 3 tiles that you choose takes 2d8 + Charisma points of radiant damage and are also blinded until the end of their next turn. Pact Spells Cantrips Pact Magic Acid Splash Shocking Grasp 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. Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) 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) Cure Wounds Guilding Bolt Lesser Restoration Greater Restoration Cure Wounds Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 5d8 + Spell Bonus. Guiding Bolt Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit , the target takes 8d6 radiant damage and is exposed until the end of their next turn. Lesser Restoration Abjuration 1 Action V, S You touch a creature and can end either one disease, poisoned, or blinded effect. Greater Restoration Abjuration 1 Action V, S 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. Flavor Spells Cantrips Light Light Evocation 1 Action V You touch one object that is no larger than 10 feet in any dimension. For up to an hour, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. * Flavor spell; not reflected in RPR. Used for roleplay. Ritual Spells Level 12 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. 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: Pact with the Fiend You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. Bonus P roficiencies Skills: Deception Pact of the Tome Your patron gives you a grimoire called a Book of Shadows, which grants access to the Shocking Grasp, Acid Splash, and Sword Burst cantrips. Dark One's Blessing When you reduce a hostile creature to 0 Hit Points, you heal CHA+Lvl. Hurl Through Hell Requires Level 12 When you hit a creature with a melee attack or any spell/cantrip that targets AC, you can choose to briefly banish them to the lower planes. The creature disappears, and cannot be targetted until they return. At the end of their next turn, they return to their former position and take 5d6 psychic damage from the horrific experience if they are not a fiend. Usable once per long rest. Pact Spells Cantrips Pact Magic Burning Hands Command Fireball Fire Shield Command Enchantment 1 Action V You speak a single word command to a creature you can see within range. The target must succeed on a Wisdom Saving throw or follow the command on it's next turn. The command may be: Move - The target moves to an available place you can see and choose within range of its available movement. Halt - The target does not take any movement on its turn. This has no effect on undead, if it doesn't understand your language, or if your command is directly harmful for it. (8 + Spell Bonus vs WIS Save) Fire Shield Evocation 1 Action V, S Thin and wispy flames wreathe your body for the duration, shedding bright light for 1 tile and dim light for 1 tile beyond that. Whenever a creature hits you with a melee attack, you may use your reaction to have the shield erupt with flame, dealing 2d8 fire damage to the attacker. Provides Cold resistance. Acquired at 12th Level 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 7d6 fire damage on a failed save or half as much on a success. (8 + Spell Bonus vs DEX Save) 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 6d6 fire damage on a failed save, or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Acquired at 12th Level Acid Splash Shocking Grasp Sword Burst 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) Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) 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. Ritual Spells Level 12 Hallow Hallow Evocation 24 Hours V, S, M Class Required: Cleric Warlock: Pact of the Fiend Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 30x Arcane Residue You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 6 tiles, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. Holy - Undead and Fiends which start their turn within the area take 1d6 radiant damage. Additionally, any non-undead or fiend is cured of any frightened status at the start of their turn while on hallowed ground. Unholy - Any non-undead or fiends that start their turn within the area take 1d6 necrotic damage. Additionally, all undead and fiends gain a +1 bonus to attack roles while fighting on unholy ground. Both areas allow Clerics, Paladins, and Divine Soul Sorcerers to create holy water using a first level spell slot and a vial. Each cleric may only hallow a single location and a clan may only possess one hallowed location. Subclass: Pact with the Great Old One You have made a pact with a patron of a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Bonus P roficiencies Skills: Insight Entropic Ward When a creature makes an attack roll against you, you can use your reaction to impose disadvantage to them. This can cause the attack to miss. You also gain advantage on your own attacks until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. Thought Shield Your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. Create Thrall Requires Level 12 As a consequence, take a psychic imprint of a wounded target for use later. Granting you 2 Thrall for use with your Summon Thrall ability. Summon Thrall Requires Level 12 When Summon one of your available thrall. You may control one minion at a time, it shares your AC and Saving Throws but has its own hit points. As a bonus action on each of your turns you may have your minion attack a target within 10 tiles, or guard you and your allies.. It returns to your side at the end of every turn. Thrall Abilities Requires Level 12 As a bonus action on each of your turns, you may blast a target within 10 tiles with psychic energies. The target must succeed an Intelligence Saving Throw or take 1d8 psychic damage.Summon one of your available thrall. You may control one minion at a time, it shares your AC and Saving Throws but has its own hit points. As a bonus action on each of your turns, you may shield yourself and any allies within 1 tile with psionic energies. Granting them +1 to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma Saving Throws until the end of their next turn. Pact Spells Pact Magic Dissonant Whispers Evard's Black Tentacles Tasha's Hideous Laughter 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. 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 7d6 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. 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) Subclass: Pact with the Hexblade You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends. Bonus P roficiencie s Armor: Medium armor, shields Weapons: Martial weapons Skills: Athletics Extra Attack You gain an additional Attack Action for a total of 2 per turn. Hexblade Attack In the place of a normal weapon attack, you may pull upon the magic of your hexblade to attack instead, supplanting Attack Bonus for Spell Bonus when using any 1d6 or 1d8 weapon. Does not apply to Offhand Attacks. Hexblade's Curse You place a baleful curse on someone within 6 tiles of you. The curse remains for the remainder of combat and is usable once per combat. Hexblade's Curse (Feed) Once the target you cursed falls in battle, you can exhume their life essence and regain 10 + Charisma worth in hit points. Eldritch Smite Once per turn when you hit a creature with your pact weapon, you can expend a pact magic slot to deal an extra 4d8 damage and knock the target prone. Relentless Hex Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 3 tiles to an unoccupied space you can see within 1 tile of the target cursed by your Hexblade's Curse. To teleport in this way, you must be able to see the cursed target. Armor of Hexes Requires Level 12 If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a 1d10. On a 6 or higher, the attack instead misses you, regardless of its roll. Pact Spells Pact Magic Phantasmal Killer Phantasmal Killer Illusion 1 Action V, S You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom Saving Throw. On a failed save, the target takes 5d10 psychic damage and becomes frightened until the end of their next turn. (8 + Spell Bonus vs WIS Save) Subclass: Pact with the Undying Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus. In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock’s Crypt, and Gilgeam, the God-King of Unther. B onus P roficiencie s Skills: Perception Class Resources Level 10: +3 Level 12: +3(6) Pact of the Tome Your patron gives you a grimoire called a Book of Shadows, which grants access to the Shocking Grasp, Acid Splash, and Sword Burst cantrips. Indestructible Life You partake of some of the true secrets of the Undying. On your turn, you can use a bonus action and one class resource to regain hit points equal to 1d8 +12 aslong as you have not taken fire or radiant damage in the last or current turn. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches. Defy Death Requires Level 12 For the cost of your reaction and two class resources, you may return yourself or a creature you can see within' 6 tiles back to combat when they hit 0 HP, healing them for 1d8+CON. Must be done the very moment they hit 0 HP. Cannot be used on the same target twice, unless you are the target. Pact Spells Cantrips Pact Magic Blight Death Ward Negative Energy Flood Ray of Sickness Silence Vampiric Touch Ray of Sickness Necromancy 1 Action V, S A ray of sickening greenish energy lashes out towards a creature within range. Target must succeed a CON save or take 5d8 poison damage and the Poisoned Status. Vampiric Touch Necromancy 1 Action V The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 5d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Acquired at 12th Level Negative Energy Flood Illusion 1 Action V, S You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution Saving Throw, taking 5d12 necrotic damage on a failed save, or half as much on a successful one. If the target is undead they instead heal for 5d6 hit points. (8 + Spell Bonus vs CON Save) Death Ward Abjuration 1 Action V, S You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point and the spell ends. 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 7d8 necrotic damage o n a failed save, or half as much damage on a successful one. This spell has no effect on Undead or Constructs. 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. Acquired at 10th Level Acid Splash Shocking Grasp Sword Burst Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) 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) 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. Ritual Spells Level 12 Legend Lore Legend Lore Divination 10 Minutes V, S, M Class Required: Bard: College of Lore Cleric Wizard Warlock: Pact of the Undying Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 30x Arcane Residue Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on han d, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips." P lease open a Ritual DM Ticket in order to begin the process of casting this ritual.
- Wizard | Halcyon D&D
Wizard Class Features Spellcasting Abjuration Bladesinging Enchantment Evocation Necromancy Wizard Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds. Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study. Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic. The lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. Subclasses Class Features Basics Base Hit Po ints: 40 Hit Points per Advancement: 10 Actions: 1 Attack, 1 Bonus, 1 Reaction Casting Attribute: Intelligence Starting Kit: Quarterstaff Tome Proficiencies Armor: None Weapons: Dagger, Staff, Crossbow Sav ing Throws: Intelligence, Wisdom Skills: Arcana, Investigation Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Arcane Recovery Once per long rest, you may recover a 1st, 2nd, and 3rd level spellslot while out of combat. Arcane Traditions The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques. Choose your arcane tradition from the four available: Bladesinging, the School of Enchantment, the School of Evocation, and the School of Necromancy. These will be unlocked at Level 10 and reach their full potential at Level 12. Spellbooks Through arcane research or experience, wizards are able to document and expand their own arcane knowledge through spells located within spellbooks. These are broken down into three levels of spellbooks. Minor, Basic, and Advanced. Which can be created by wizards at 8th, 10th, and 12th level respectfully once every three days. Additionally beginning at 12th level, once every two weeks a wizard may copy any spellbook in their possession. The requirements to create a basic spellbook is 1 tome, 6 arcanium, and 300 gold. To create a Advanced spellbook is one tome, 8 arcanium, and 300 gold. Enchantment (Minor) 1st Level 2nd Level Charm Person 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) Crown of Madness 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) Illusion (Minor) 2nd Level 4th Level Invisibility Shadow Blade Invisibility Illusion 1 Action V, S A creature you touch beco mes 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 attacks or casts a spell. 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 + STR/DEX psychic dam age a hit. Additionally you may make a ranged attack against a target within 6 tiles. Recalling the blade to your hand requires a bonus action. Must be dispelled. Phantasmal Killer Phantasmal Killer Illusion 1 Action V, S You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom Saving Throw. On a failed save, the target takes 4d10 psychic dama ge and becomes frightened until the end of their next turn. (8 + Spell Bonus vs WIS Save) Transmutation (Minor) 2nd Level 4th Level Earthbind Dragon's Breath 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. Earthbind Transmutation Full Round Action V, S Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. Polymorph Polymorph Transmutation 1 Action V, S This spell transforms a creature that you can see within range into a helpless critter. The target must succeed a Wisdom Saving Throw or be transformed for two turns. Any damage reverts the target back to its original shape. Conjuration (Basic) Cantrips 1st Level 2nd Level 3rd Level 4th Level 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. Grease Grease Conjuration 1 Action V, S Slick grease covers the ground in a 2 tile square centered on a point within range. Each creature in its area must succeed on a Dexterity Saving Throw (8 + Spell Bonus) or fall prone. Evard's Black Tentacles Evard's Black Tentacles Conjuration 1 Action V, S Squirming, ebony tentacles fill a 2 tile square 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. Web Web Conjuration 1 Action V, S You conjure a mass of thick, sticky webbing at a point of your choice within range. The fills a 4 tile cube from that point. Each creature within that area must make a Dexterity Saving Throw (8 + Spell Bonus). On failed save the creature is restrained until the end of their next turn. Sleet Storm Sleet Storm Conjuration 1 Action V, S Freezing rain and sleet fall in a 4 tile radius centered at a point you choose within range. The ground in the area is covered with slick ice. Any creature within the area must succeed a Dexterity Saving Throw (8 + Spell Bonus) or be knocked prone. Evocation (Basic) Cantrips 1st Level 2nd Level 3rd Level 4th Level Frostbite Frostbite Evocation 1 Action V, S You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution Saving Throw. On a failed save the target takes 3d6 cold damage and has disadvantage on weapon attacks until the end of its next turn. ( 8 + Spell Bonus vs CON Save) Burning Hands Burning Hands 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 Sav e) Melf's Acid Arrow Melf's Acid Arrow Evocation 1 A ction V, S A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of it's next turn. 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 choose. Each creature in the line must make a Dexterity Saving Throw. A creature takes 6 d6 lightning damage on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Necromancy (Basic) Cantrips 1st Level 2nd Level 3rd Level 4th Level Chill Touch 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) Ray of Sickness Ray of Sickness Necromancy 1 Action V, S A ray of sickening greenish energy lashes out towards a creature within range. Target must succeed a CON save or take 2d8 poison damage and the Poisoned Status. 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 take s 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 Con structs. (8 + Spell Bonus vs CON Save) Blindness Blindness Necromancy 1 Action V You attempt to blind a foe. Choose one creature that you can see within range to make a Constitution Saving Throw (DC 8 + Spell Bonus). If it fails the target is blinded until the end of combat. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. Vampiric Touch Vampiric Touch Necromancy 1 Action V, S The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage and you regain hit points equal to half the amount of damage dealt. (1d20 + Spell Bonus vs AC) School specific books, such as Evocation and Necromancy, may only be created by wizards who follow those arcane traditions. Beginning at 12th Level, any wizard may take a minor and basic spellbook they possess and combine it into an Advanced Spellbook which grants the spells of both books at once. Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. 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 5th Level Disguise Self Ice Knife Mage Armor Magic Missile Shield Thunderwave Ice Knife Conjuration 1 Action V, S You create a shard of ice and fling it at one creature within range. Hit or miss, the shard explodes. The target and each creature within 1 tile of the point where the original target is located must succeed on a Dexterity Saving Throw or take 2d6 cold damage. Granted at 10th Level. Mage Armor Abjuration 1 Action V, S You touch a willing creature who isn’t wearing armor. A protective magical force surrounds it until the end of combat. The target’s AC becomes 13 + DEX. 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 two 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 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 10th Level and y ou may not disguise as an Advanced Race or a different gender than your own. 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. Granted at 10th Level. Acid Splash Fire Bolt Poison Spray Ray of Frost 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) 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 ) 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. 3d8 Lightning Damage (1d20 + Spell Bonus vs AC) Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) 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. Bestow Curse Dispel Magic Fear Fireball Mind Spike (3rd) Slow Tidal Wave Dispel Magic Abjuration 1 Action V , S Choose one creature within range. Any magical effects on the target end. 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 4 d8 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. Fireball Evocation 1 Action V, S A bright streak flashes from your p ointing 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 6d6 fire damage on a failed save, or half as much on a successful one. Tidal Wave Conjuration 1 Ac tion V, S You conjure up a wave of water that crashes down on an area within range. The weave is 3 tiles wide, 1 tile high, and moves forward from you for 12 tiles. Each creature in the area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. Bestow Curse Necromancy 1 Action V , S You touch a creature and they become cursed. Granting them a -2 to Spell Saving Throws and Proficiency Bonus until removed. Additional you may choose a lingering effects from the Minor Curse list. May only be applied as a PvP Consequence. Requires 10th Level. Fear 3rd Level Spell, 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. Slow Transmutation 1 Action V, S You alter time around up to three creatures of your choice in a 4 tile cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell until the end of their next turn. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. Acquired at 12th Level Immolation Cloud Kill Immolation Evocation 1 Action V Flames wreathe one creature you can see within range. The target must make a Dexterity Saving Throw. It takes 7d6 fire damage and burns on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) 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 breathe. (8 + Spell Bonus vs CON Save) Gust of Wind Knock Mind Spike Misty Step See Invisibility Scorching Ray Silence 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. 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. See Invisibility Divination 1 Ac tion V, S For the duration, you see invisible creatures and objects as if they were visible. Acquired at 10th Level 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. Acquired at 10th Level Scorching Ray Evocation 1 Ac tion V, S You create three rays of fire and hurl them at targets within range making a ranged spell attack for each ray. On a hit the target takes 2d6 fire damage. (1d20 + Spell Bonus vs AC) Knock Transmutation 1 Action V Choose a door, or set of manacles that you can see within range. The target that was held shut by mundane locks, or barred becomes unlocked or unbarred. Doors are unlocked, and opened at the same time. If the target was held shut by an Arcane Lock, the spell is suppressed for ten minutes, or the remainder of combat. Granted at 10th Level. 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) Banishment Banishment Abjuration 1 Action V, S You attempt to send one creature that you can see to another plane of existance. The target must succeed on a Charisma Saving Throw or be banished. (8 + Spell Bonus vs CHA Save) Flavor Spells The following spells are included in the wizard'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 Galder's Tower Leomund's Tiny Hut Major Image Tiny Servant Galder's Tower Conjuration 1 Action V, S You conjure a two-story tower made of stone, woo d, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 1 tile tall and has an area of up to 10 tiles. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell: A bedroom with a bed, chairs, chest, and magical fireplace. A study with desks, books, bookshelves, parchments, ink, and ink pens. A dining space with a table, chairs, magical fireplace, containers, and cooking utensils. A lounge with couches, armchairs, side tables and footstools. A washroom with toilets, washtubs, a magical brazier, and sauna benches. An observatory with a telescope and maps of the night sky. An unfurnished, empty room. The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear. You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year. Major Image Illusion 1 Action V, S You create the image of an object, a creature, or some other visible phenomenon that is no larger than 2 0-foot cube in a 12 tile range. 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 dete rmine 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 creature can see through the image, and its other sensory qualities become faint to the creature. Tiny Servant Transmutation 1 Action V, S You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control for a maximum of 8 hours. As a bonus action, you can mentally command the creature if it is within 12 tiles of you. You decide what action the creature will take and where it will move, or you can issue a simple, menial task command, such as to fetch a key, stack some books, or send an item to your merchant. If you issue no commands, the servant does nothing other than try defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. If the servant takes any damage, it reverts to its original form, and any remaining damage carries over to that form. Leomund's Tiny Hut Evocation 1 Action V, S A 1 tile immobile dome of force springs into existence around and above you and remains stationary for 8 hours. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area ever includes a larger creature or more than nine creatures. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Control Flames Dancing Lights Gust Light Mage Hand Mending Minor Illusion Mold Earth Prestidigitation Shape Water Illusory Script Silent Image Unseen Servant Continual Flame Levitate Control Flames Transmutation 1 Action S You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. Y ou 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. Dancing Lights Evocation 1 Action V, S 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. Y ou 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. 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. Light Evocation 1 Action V You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. 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 Action 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. Mold Earth Transmutation 1 Action 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. 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. 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. Illusory Script Illusion 1 Action S You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for 10 days . 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 under the effect of Truesight can read the hidden message. Silent Image Illusion 1 Action V, S 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 Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. Unseen Servant Conjuration 1 Action V, S This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the sp ell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 2 tiles and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 6 tiles away from you, the spell ends. Continual Flame Evocation 1 Action V, S A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. Levitate Transmutation 1 Action V, S One creature or loose object of your choice that you can see within range rises vertically, up to 2 tiles, and remains suspend ed 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 2 tiles 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. 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 thin sheet of lead, or 3 feet of wood/dir t. This is an RPR Spell, and does not require a DM Ticket! Legend Lore Private Sanctum Scrying Teleportation Circle Locate Object Private Sanctum Abjuration 10 Minutes V, S, M Class Required: Wizard Components Required: 40x Arcane Residue 10x Unstable Essence 10x Strange Shards You make an area within range magically secure. The area may encompass an entire room or small building. The spell is permanent u ntil dismissed. You may only have one per clan. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: Sound can't pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area can't be targeted by divination spells. Nothing can teleport into or out of the warded area. Planar travel is blocked within the warded area. Please o pen a Ritual DM Ticket in order to begin the process of casting this ritual. You must also open a ticket if you've already created a private sanctum and wish to dispel it. Scrying Divination 1 0 Minutes V, S, M Class Required: Bard Druid Warlock Wizard Components Required: 1x Crystal Ball 30x Arcane Residue Item from Target of Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a DC 15 Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Secondhand (you have heard of the target): +5 Save Modifier Firsthand (you have met the target): +0 Save Modifier Familiar (you know the target well): -5 Save Modifier Connection Likeness or drawing/painting: -2 Save Modifier Possession or garment: -4 Save Modifier Body part, lock of hair, bit of nail, or the like: -10 Modifier On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. P lease open a Ritual DM Ticket in order to begin the process of casting this ritual. Legend Lore Divination 10 Minutes V, S, M Class Required: Bard: College of Lore Cleric Wizard Warlock: Pact of the Undying Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 30x Arcane Residue Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on han d, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips." Teleportation Circle Conjuration 1 Minute V, M Class Required: Bard Sorcerer Wizard Components Required: 20x Unstable E ssence 50x 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. Locate Object Divination 10 Minutes V, S, M Class Required: Wizard Components Required: 10 Incense 1 Crystal Ball Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1 grid square of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close—within 1 tile—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. Arcane Lock Remove Curse 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. Arcane Lock Abjuration 1 Action V, S, M Class Required: Artificer Wizard Components Required: 4x Unstable Essence 250x Gold Coin 10x Arcane Re sidue You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed by knock. While affected by this spell, the object may not be forcibly opened by mundane means. (You may not break in or picklock an arcane locked door.) Knock must be cast in order to by pass the arcane lock. You may only have one arcane lock per cl an. You must also open a ticket if you've already created an arcane lock and wish to dispel it. Remove Curse 3rd Level Spell slot Abjuration 1 Action V, S , M Class Required: Cleric Wizard Components Requir ed: 3x Feral Claws 3 Precious Gemstones 15x Valorbell 15x Arcane Residue At your touch, all minor curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks the owner's attunement to the object so it can be removed or discarded. Subclass: School of Abjuration The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Bonus P roficiencies Skills: History Arcane Ward You can weave magic around yourself for protection. When you enter combat you can simultaneously create a magical ward on yourself that lasts for the remainder of the fight. The ward has hit points equal to 15. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to three time the level of the spell. Projected Ward When a creature that you can see within 3 tiles of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage. Improved Abjurations Requires Level 12 As a bonus action on your turn when you have not cast an abjuration spell to empower your Arcane Ward, you may trade your maximum movement to increase your Arcane Ward by 5. Abjuration Spells Cantrip 1st Level 2nd Level 4th Level 5th Level Absorb Elements Absorb Elements Abjuration 1 Reaction V, S The spell captures some of the incoming elemental energy from attacks, lessening its effect on you. If the damage was Acid, Fire, Cold, or Lightning you may reduce the triggering damage by 6. Also dealing 6 damage of the same elemental type back to the original attacker. Blur Blur Illusion 1 Full Round Action V, S Your body becomes blurred, shifting and wavering to all who can see you. Granting to +2 to AC while the effect remains. Counterspell Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. Otiluke's Resilient Sphere Otiluke's Resilient Sphere Evocation 1 Full Round Action V, S A sphere of shimmering force encloses a willing creature within 3 tiles. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it until the end of their next turn. Blade Ward Blade Ward Abjuration 1 Action V, S You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. Subclass: Bladesinging Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade. Bonus P roficiencies A rmor: Light Skills: Performance Class Resource: Level 10: +3 Level 12: +1 (4) Bladesong For the cost of a class resource, use your bonus action to invoke an elven magic called the Bladesong for the remainder of combat, provided you aren’t wearing medium or heavy armor, and are using a single one handed weapon with a free offhand. It graces you with supernatural speed, agility and focus. You gain an additional bonus to your AC equal to your Proficiency Bonus modifier to a maximum of 4 bonus, and y our movement speed increases by 1 tile; and you gain proficiency with one type of one-handed melee weapon of your choice. Ends early if you are stunned, fall asleep, or your are disarmed. Extra Attack You can attack twice instead of once whenever you take the Attack Action on your turn. Moreover, you can use this to follow up a cantrip with a single attack. Song of Defense You direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction and a 5th level spell slot to reduce the damage taken by 25. Song of Victory Requires Level 12 You deal extra damage with your melee attacks equal to your Intelligence score while in Bladesong. Subclass: School of Enchantment As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. Bonus P roficiencies Skills: Persuasion Hypnotic Gaze Attempt to use your soft words and enchanting gaze to magically enthrall another creature. Choose one creature you can see within 1 tile. If the target can see and hear you, it must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or be charmed by you until the end of their next turn. The charmed creature’s speed drops to 0 and they may take no actions. Once this effect ends, or the creature succeeds the saving throw, they are immune to this effect until you finish a long rest. Instinctive Charm When a creature within 4 tiles of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom Saving Throw (DC 8 + Spell Bonus). On a failed save, the attacker must target the creature that is closest to it, not including you or itself. A lter Memory Requires Level 12 You have the ability to mak e a creature unawar e of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, yo u can alter one creature’s understanding so that it remains unaware of being charmed. Split Enchantment Requires Level 12 When you cast an enchantment spell of 1st or 2nd level that targets only one creature, you can have it target a second creature as well. Enchantment Spells 1st Level 2nd Level 3rd Level 5th Level Dissonant Whispers 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. Tasha's Mind Whip Tasha's Mind Whip Enchantment 1 Action V You psychically lash out at one creature you can see within range. The target must make an Intelligence Saving Throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a bonus action until the end of its next turn. On a successful save, the target takes half as much damage and suffers none of the spell’s effects. (8 + Spell Bonus vs INT Save) Synaptic Static Counterspell 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. Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. Antagonize Antagonize Enchantment 1 Action V You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. Subclass: School of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. B onus P roficiencie s Skills: Perception Sculpt Spells You are able to create pockets of relative safety within the effects of your evocation spells. Choose up to 3 targets within the area of effect to exclude from the damage. Empowered Evocation Requires Level 12 Your evocation spells deal additional damage equal to your Intelligence score. E vocation Spells 2nd Level 4th Level 5th Level Witch Bolt (2nd) Witch Bolt (2nd) Evocation 1 Action V, S A beam of crackling, blue energy lances out towards a creature within range. Make a ranged spell attack against the creature. O n a hit, the target takes 2d12 lightning damage and you are able to deal damage to the target again on the next turn without needing to roll to hit again or taking the cost of a spell slot. If you choose to take any other action, the effect will fade. (1d20 + Spell Bonus vs AC) Fire Shield Wall of Fire Fire Shield Evocation 1 Action V, S Thin and wispy flames wreathe your body for the duration, shedding bright light for 1 tile and dim light for 1 tile beyond that. Whenever a creature hits you with a melee attack, you may use your reaction to have the shield erupt with flame. Dealing 2d8 fire damage to the at tacker. Provides Cold resistance. Wall of Fire Evocation 1 Action V, S You create a wall of fire from you in a line on a solid surface within range 6 tiles long and 2 tiles high. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. Dawn Cone of Cold Counterspell Dawn Evocation 1 Action V, S The light of dawn shines down on a location you specify within range. A 3 tile radius of bright light glimmers at the location. This light is sunlight. Each creature within the radius must make a Constitution Saving Throw. Taking 4d10 radiant damage on a failed save or half as much on a success. 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) Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. Subclass: School of Necromancy The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies. B onus P roficiencie s Skills: Intimidation Grim Harvest You may reap the life energy from creatures you hit with your spells. Once per turn, when you damage a creature with a spell using a spellslot of 1st level or higher, you may regain 5 hit points. Does not work on Undead. Undead Thralls When you cast animate dead you raise an additional minion. Additionally your Undead Minions gain 12 bonus hit points and do 4 additional damage with each of their attacks. The connection between you and your minions are stronger. When you deal damage with your Undead Minion you may treat their attacks as if they were your own. Necromancy Savant Requires Level 12 When you deal Necrotic damage on your turn and you do not have an active Undead Minion you may summon one as a free action. Inured to Un death Requires Level 12 You gain resistance to necrotic damage. Command Undead Requires Level 12 As an action, choose one un dead you can see within 6 tiles of you. That undead must make a Charisma saving throw (8 + Spell Bonus Vs CHA). On save failure, the undead must use it's full turn to adhere to any movement commands and action commands you make to the best of their ability, including reactions and spell use. Usable once per day. Necromancy Spells 1st Level 2nd Level 3rd Level 5th Level False Life False Life Necromancy 1 Action V, S Bolster yourself with a n ecromantic facsimile of life. You gain 12 temporary hit points. Life Transference Spirit Shroud 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. Spirit Shroud (Necrotic) 3rd Level Spell, Necromancy 1 Bonus Action Call forth the spirits of the dead, which flit around you for the duration. Until the spell ends, once on each of your turns, attacks you make deal 1d8 additional necrotic damage to a creature within 1 tile. Any creature that takes this damage cannot regain hit points until the end of their next turn. Negative Energy Flood Counterspell Negative Energy Flood Necromancy 1 Action V You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution Saving Throw, taking 5d12 necrotic damage on a failed save, or half as much on a successful one. If used on Undead, will instead heal 5d6 with no save. (8 + Spell Bonus vs CON Save) Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. Ray of Enfeeblement Ray of Enfeeblement Necromancy 1 Action V, S A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, all damage the target inflicts originating from weapon attacks deal half damage until the end of their next turn. Ritual Spells 12th Level Animate Dead Animate Dead Necromancy 1 Action V, S Components Required: 1 Resilient Heart 1 Blood Vial 6 Arcane Residue This spell creates an undead servant. You will be given 3 Undead Minion runes that can be consumed in combat to summon a minion to fight at your side.
- Cleric | Halcyon D&D
Cleric Class Features Spellcasting Death Life Light Trickery Twilight War Expectations Cleric Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side. When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting enemy raiders, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world. Subclasses Class Features Basics Base Hit Points: 56 Hit Points per Advanceme nt: 14 Actions: 1 Attack, 1 Bonus, 1 Reaction Class Resources Level 10: +1 Casting Attribute: Wisdom Starting Kit Mace Shield Chain Shirt Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons Sav ing Throws: Wisdom, Charisma Skills: Medicine, Religion Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) C hannel Divinity: Turn Undead Requires Level 10 Present your holy symbol to make all undead in a 3 tile radius around you make a Wisdom Saving Throw. If they fail the throw, they must immediately move their full movement doubled away from you, and cannot use movement on their next turn. Divine Domain In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain. Your choice might correspond to a particular sect dedicated to your deity. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most. Each domain’s description gives examples of deities who have influence over that domain. You can read more about the deities of the Forgotten Realms here . Choose your divine domain (subclass) from the Six available: Death Domain, Life Domain, Light Domain, Trickery Domain, Twilight Domain and War Domain. These will be unlocked at Level 10 and reach their full potential at Level 12. Your divine domain must match a domain that falls under your chosen deity's portfolio. Class Expectations Clerics must be dedicated to the service of an individual deity within our approved Forgotten Realms pantheon. Ad ditionally your Clerical Domain must match with your chosen deities portfolio. For example a cleric of Selune cannot be a Death Domain Cleric. As such you are always under the watchful eye and scrutiny of your deity. Meaning you must follow their tenets, preachings, and otherwise represented their wishes on the material plane. Failure to do this will result in warning. Depending on the severity of the offense your cleric may lose access to their subclass abilities, or lose levels in the class and be given penance to undergo. Extreme cases or ones where forgiveness is not sought will result in the character be swapped to level 8 fighter and barred fro m returning to their particular clergy again. Spellcasting As a conduit for divine power, you are granted the gift of channeling that magic into spells. Spell Slots Level 8 1st: +3 2nd: +2 Lev el 10 1st: +1 2nd: +1 3rd: +2 4th: +2 Level 12 3rd: +1 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 5th Level Bane Cure Wounds Bane Enchantment 1 Action V, S Up to three targets of your choice within range must make a Charisma Saving Throw (DC 8 + Spell Bonus). Whenever a target fails the saving throw they are baned for the remainder of combat, taking -2 to Melee, Ranged, and Spell Hit Bonus . Cure Wounds Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 1d8 + Spell Bonus. This has no effect on Undead or Constructs. Sacred Flame Word of Radiance 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) 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) Life Transference 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. Flame Strike Mass Cure Wounds 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. Blindness Cure Wounds (2nd) Silence Cure Wounds (2nd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 2d8 + Spell Bonus. This has no effect on Undead or Constructs. 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. Acquired at 10th Level Blindness Necromancy 1 Action V You attempt to blind a fo e. Choose one creature that you can see within range to make a Constitution Saving Throw (DC 8 + Spell Bonus). If it fails the target is blinded until the end of combat. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. Death Ward Death Ward Abjuration 1 Action V, S You touch a creature and grant it a measure of protection from death for the remainder of combat. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point and the spell ends. Flavor Spells The following spells are included in the cleric'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 Leomund's Tiny Hut Leomund's Tiny Hut Evocation 1 Action V, S A 1 tile immobile dome of force springs into existence around and above you and remains stationary for 8 hours. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area ever includes a larger creature or more than nine creatures. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Continual Flame Create or Destroy Water Guidance Light Mending Thaumaturgy Purify Food and Drink Light Evocation 1 Action V You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mending Transmutation 1 Action 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. Guidance Divination 1 Action Divination You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Thaumaturgy Transmutation 1 Action V You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Create or Destroy Water Transmutation 1 Action V, S, M You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. Purify Food and Drink Transmutation 1 Action V, S All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. Continual Flame Evocation 1 Action V, S A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. 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 Ceremony Detect Magic Detect Poison and Disease This is an RPR Spell, and does not require a DM Ticket! 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. Ceremony Evocation 1 Hour V, S, M Class Required: Cleric Paladin Components Required: 2x Ring (Wedding Only) 2x Holy Water 10x Arc ane Residue You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting. Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. This is an RPR Spell, and does not require a DM Ticket! Detect Poison and Disease Divination 1 Action V, S, M Class Required: Cleric Bard Druid Paladin Ranger Sorcerer Components Required: 10x Mother's Leaf 5x Arcane Res idue For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Commune Hallow Legend Lore Scrying Hallow Evocation 24 Hours V, S, M Class Required: Cleric Warlock: Pact of the Fiend Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 30x Arcane Residue You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 6 tiles, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. Holy - Undead and Fiends which start their turn within the area take 1d6 radiant damage. Additionally, any non-undead or fiend is cured of any frightened status at the start of their turn while on hallowed ground. Unholy - Any non-undead or fiends that start their turn within the area take 1d6 necrotic damage. Additionally, all undead and fiends gain a +1 bonus to attack roles while fighting on unholy ground. Both areas allow Clerics, Paladins, and Divine Soul Sorcerers to create holy water using a first level spell slot and a vial. Each cleric may only hallow a single location and a clan may only possess one hallowed location. Commun e Divination 1 Minute V, S, M Class Required: Cleric Paladin 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. Scrying Divination 1 0 Minutes V, S, M Class Required: Bard Warlock Cleric Wizard Components Required: 1x Crystal Ball 30x Arcane Residue Item from Target of Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a DC 15 Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Secondhand (you have heard of the target): +5 Save Modifier Firsthand (you have met the target): +0 Save Modifier Familiar (you know the target well): -5 Save Modifier Connection Likeness or drawing/painting: -2 Save Modifier Possession or garment: -4 Save Modifier Body part, lock of hair, bit of nail, or the like: -10 Modifier On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. Legend Lore Divination 10 Minutes V, S, M Class Required: Bard: College of Lore Cleric Wizard Warlock: Pact of the Undying Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 30x Arcane Residue Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on han d, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips." Remove Curse Remove Curse 3rd Level Spell slot Abjuration 1 Action V, S , M Class Required: Cleric Wizard Components Requir ed: 3x Feral Claws 3 Precious Gemstones 15x Valorbell 15x Arcane Residue At your touch, all minor curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks the owner's attunement to the object so it can be removed or discarded. Subclass: Death Domain The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Vecna and Myrkul are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Bhaal), pain (Loviatar), disease or poison (Talona), and the underworld (Kelemvor or Shar). Bonus P roficiencies Weapons: Martial weapons Skil ls: Deception Channel Divinity: Touch of Death You use your Channel Divinity to destroy another creature’s life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal 25 extra necrotic damage. Divine Strike Your weapon is infused with the divine power of your deity. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 damage to the target. Reaper (Blight) Requires Level 12 After casting the spell Blight you may target a second creature within 1 tile of the first with the same spell. You may not use this to damage the same creature again. Reaper (Va mpiric Touch) Requires Level 12 After casting the spell Vampiric Touch, you may target a seco nd creature within 1 tile of the first with the same spell. You may not use this to damage the same creature again. Domain Spells 1st Level 3rd Level 4th Level 5th Level False Life Inflict Wounds Ray of Sickness Ray of Sickness Necromancy 1 Action V, S A ray of sickening greenish energy lashes out towards a creature within range. Make a ranged spell attack against the target (8 + Spell Bonus vs CON save). On a hit, the target takes 2d8 poison damage. Acquired at 12th Level False Life Necromancy 1 Action V, S Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. Inflict Wounds Necromancy 1 Action V, S Make a melee spell attack against a creature you can reach (1d20 + Spell Bonus vs AC). On a hit, the target takes 3d10 necrotic damage. Spirit Shroud Vampiric Touch Spirit Shroud Necromancy 1 Bonus Action V, S Call forth the spirits of the dead, which flit around you for the duration. Until the spell ends, once on each of your turns, attacks you make deal 1d8 additional necrotic damage to a creature. Any creature that takes this damage cannot regain hit points until the end of their next turn. Vampiric Touch Necromancy 1 Action V, S The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach (1d20 + Spell Bonus vs AC). On a hit, the target takes 3d6 necrotic damage and you regain hit points equal to half the amount of damage dealt. 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) Cloudkill 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 breathe. (8 + Spell Bonus vs CON Save) Ritual Spells 12th Level Animate Dead Animate Dead Necromancy 1 Action V, S Components Required: 1 Resilient Heart 1 Blood Vial 6 Arcane Residue This spell creates an undead servant. You will be given 3 Undead Minion runes that can be consumed in combat to summon a minion to fight at your side. Subclass: Life Domain The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (Chauntea), sun gods (Lathander or Corellon Larethian), gods of healing or endurance (Ilmater), and gods of home and community (Yondalla). Bonus P roficiencies Armor: Heavy armor Skil ls: Nature Channel Divinity: Preserve Life As an action you present your holy symbol and evoke healing energy that can restore 25 hit points to two targets within 4 tiles of you. This has no effect on Undead or Constructs. Disciple of Life Your healing spells are more effective. Once per turn, when you heal a target using a spellslot of 1st or higher, you may heal them for an additional HP equal to your WIS. Applies only once per spellcast, even on multitarget heals. Blessed Healer Requires Level 12 Healing spells cast on others also heal you. When you heal another target using a spellslot of 1st or higher, you regain HP equal to your WIS. Applies only once per spellcast, even on multitarget heals. Domain Spells 1st Level 2nd Level 3rd Level 4th Level 5th Level Cure Wounds (3rd) Healing Word (3rd) Mass Healing Word Healing Word Evocation 1 Bonus Action V As you call out words of restoration, up to six creatures of your choice that you can see within range (not yourself) regain hit points equal to 1d4 + Spell Bonus. This had no effect on Undead or Constructs. Acquired at 12th Level Cure Wounds (3rd) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 3d8 + Spell Bonus. This has 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 3d4 + Spell Bonus. This has no effect on undead or constructs. Cure Wounds (4th) Freedom of Movement 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 (4th) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 4d8 + Spell Bonus. This has no effect on Undead or Constructs. Bless Command Healing Word Shield of Faith Healing Word Evocation 1 Bonus Action V A creature of your choice that you can see within range (not yourself) regains hit points equal 1d4 + Spell Bonus. This has no effect on undead or constructs. Bless Enchantment 1 Action V, S Up to three targets of your choice are blessed for the remainder of combat, granting +2 to Melee, Ranged, and Spell Hit Bonus. Shield of Faith Abjuration 1 Bonus Action V, S A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the remainder of combat. Acquired at 10th Level and cannot be casted on heavy armor. Command Enchantment 1 Action V, S You speak a single word command to a creature you can see within range. The target must succeed on a Wisdom Saving throw or follow the command. The command may be: Move- The target moves to a location and ends it's turn. Prone- The target drops prone and ends it's turn. Halt- The target stays in place and ends it's turn. This has no effect on undead. (8+ Spell Bonus vs WIS Save) Aid Calm Emotions Healing Word (2nd) Aid Abjuration 1 Action V, S Your spell bolsters your allies with toughness and resolve. Up to three creatures within range gain 5 Temporary Hit Points. 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. 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 4d4 + Spell Bonus. This has no effect on undead or constructs. Cure Wounds (5th) Cure Wounds (5th) Evocation 1 Action V, S A creature you touch regains a number of hit points equal to 5d8 + Spell Bonus. This has no effect on Undead or Constructs. Ritual Spells 10th Level 12th Level 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. 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. Lesser Restoration Lesser Restoration Abjuration 1 Action V, S Components Required: 6x Daisy 4x Arcane Residue Cures the target of disease, or one condition afflicting it. The condition can be bloodless, blinded, deafened, paralyzed, or poisoned. This is a button that may be used in RPR and does not require rolls Subclass: Light Domain Gods of light — including Helm, Lathander, Corellon Larethian, Kossuth, and others — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. B onus P roficiencie s Skills: Persuasion Channel Divinity: Radiance of the Dawn As an action, you present your holy symbol, and any magical darkness within 3 tiles of you is dispelled. Additionally, each hostile creature within 3 tiles of you must make a Constitution Saving Throw (DC 8 + Spell Bonus), taking 2d10 + 10 radiant damage on a failed save or half as much on a successful one. Warding Flare When you are hit by a creature within 3 tiles of you that you can see, use your reaction to cause li ght to flare before the character before it hits--and turn that hit into a miss. Usable once per long rest. Improved Wa rding Flare Requires Level 12 Gain an extra use of Warding Flare per long rest. You can now use Warding Flare to protect an ally in 3 tiles of you from an attack. Domain Spells Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level Guiding Bolt (2nd) Scorching Ray 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 (1d20 + Spell Bonus vs AC). On a hit, the target takes 2d6 fire damage. Guiding Bolt (2nd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 5d6 radiant damage and is exposed until the end of their next turn. Fireball Guiding Bolt (3rd) 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. Guiding Bolt (3rd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 6d6 radiant damage and is exposed until the end of their next turn. Bless Burning Hands Faerie Fire Guiding Bolt 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 (DC 8 + Spell Bonus). A creature takes 3d6 fire damage on a failed save or half as much on a success. Faerie Fire Evocation 1 Action V Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. Bless Enchantment 1 Action V, S Up to three targets of your choice are blessed for the remainder of combat, granting +2 to Melee, Ranged, and Spell Hit Bonus. Guiding Bolt Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 4d6 radiant damage and is exposed until the end of their next turn. Dawn Dawn Evocation 1 Action V, S The light of dawn shines down on a location you specify within range. A 3 tile radius of bright light glimmers at the location. This light is sunlight. Each creature within the radius must make a Constitution Saving Throw (DC 8 + Spell Bonus), taking 4d10 radiant damage on a failed save or half as much on a success. Fire Bolt 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) Wall of Fire Wall of Fire Evocation 1 Action V, S You create a wall of fire in a line on a solid surface within range 6 tiles long and 2 tiles high. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. Subclass: Trickery Domain Gods of trickery – such as Tymora, Beshaba, Garl Glittergold, Cyric, Mask, and Lolth – are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation. B onus P roficiencie s Skills: Deception Channel Divinity: Invoke Duplicity As an action and for the cost of One Class Resource, you present your holy symbol creating a perfect illusion of yourself that lasts until it is struck. The next time you are to take damage from any attack, /roll 1d2. If the result is a 1, take the hit as normal and the illusion continues. Additionally you may teleport up to 3 tiles away from your current position. If the result is a 2, negate all damage and the illusion ends. Divine Strike Your weapon is infused with the divine power of your deity. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an additional 2d8 poison damage to the target. Channel Divinity: Cloak of Shadows Requires Level 12 As a full round action and one Class Resource, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. Domain Spells 1st Level 2nd Level 3rd Level 4th Level 5th Level Charm Person Command Disguise Self Guiding Bolt Inflict Wounds 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) 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 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. You may not disguise as an Advanced Race or a different gender than your own. Command Enchantment 1 Action V You speak a single word command to a creature you can see within range. The target must succeed on a Wisdom Saving throw or follow the command on it's next turn. The command may be: Move - The target moves to an available place you can see and choose within range of its available movement. Halt - The target does not take any movement on its turn. This has no effect on undead, if it doesn't understand your language, or if your command is directly harmful for it. (8 + Spell Bonus vs WIS Save) Inflict Wounds Necromancy 1 Action V, S Make a melee spell attack against a creature you can reach (1d20 + Spell Bonus vs AC). On a hit, the target takes 3d10 necrotic damage. Guiding Bolt Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 4d6 radiant damage and is exposed until the end of their next turn. Dispel Magic Guiding Bolt (3rd) Dispel Magic Abjuration 1 Action V, S Choose one creature within range. Any magical effects on the target end. Guiding Bolt (3rd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 6d6 radiant damage and is exposed until the end of their next turn. Polymorph Polymorph Transmutation 1 Action V, S This spell transforms a creature that you can see within range into a helpless critter. The target must succeed a Wisdom Saving Throw or be transformed for two turns. Any damage reverts the target back to its original shape. Acquired at Level 12 Holy Weapon Holy Weapon Evocation 1 Bonus Action V, S You imbue a melee weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 3 tile radius. In addition, weapon attacks made with it deal an additional 2d8 radiant damage on hit. If the weapon isn't already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 4.5 tiles must make a Constitution Saving Throw (DC 8+Spell Bonus.) On a failed save, a creature takes 4d8 radiant damage and is blinded until the end of their next turn, taking half as much damage and not becoming blinded on a success. Guiding Bolt (2nd) Spiritual Weapon Guiding Bolt (2nd) Evocation 1 Action V, S A flash of light streaks towards a creature of your choice within range. Make a ranged spell attack against the target (1d20 + Spell Bonus vs AC). On a hit, the target takes 5d6 radiant damage and is exposed until the end of their next turn. Spiritual Weapon Evocation 1 Bonus Action V, S You summon a spectral weapon to fight at your side. On each of your turns you may use a bonus action to command the weapon to attack a target within 1 tile of you, dealing 1d8 damage. Subclass: Twilight Domain The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night. Clerics who serve these deities—Helm, Ilmater, Selûne, and Yondalla—bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror. B onus P roficiencie s Armor: Heavy armor Weapons: Martial weapons Skills: Stealth Channel Divinity: Twilight Sanctuary As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 3 tile radius, and is filled with dim light. The sphere moves with you, and it lasts for 2 turns or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits: - 12 Temporary Hit Points (If they do not already have Temp HP) - Removes Charmed and Frightened Effects. Divine Strike Your weapon is infused with the divine power of your deity. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 damage to the target. Vigilant Blessing The night has taught you to be vigilant. You give one creature you touch (including possibly yourself) advantage on their initiative roll. Steps of Night Requires Level 12 When you are in dim light or darkness, you may use your bonus action to convert your movement type to flying. Domain Spells 1st Level 2nd Level 3rd Level 4th Level Command Faerie Fire Sleep Faerie Fire Evocation 1 Action V Each target within a 2 tile x 2 tile cube is outlined in blue, green, or violet light. Any creature in this area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure the target is exposed for the duration of combat. Granting them -2 to AC. While a target is affected by the effects of this spell, they cannot benefit from Invisibility. Command Enchantment 1 Action V You speak a single word command to a creature you can see within range. The target must succeed on a Wisdom Saving throw or follow the command on it's next turn. The command may be: Move - The target moves to an available place you can see and choose within range of its available movement. Halt - The target does not take any movement on its turn. This has no effect on undead, if it doesn't understand your language, or if your command is directly harmful for it. (8 + Spell Bonus vs WIS Save) 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 Aura of Vitality Aura of Vitality Evocation 1 Action V Healing energy radiates from you in an aura. After casting this spell, you may heal a target within 3 tiles for 2d6 as a bonus action until the end of combat or until dispelled. Acquired at 12th Level See Invisibility Seeing Invisibility Divination 1 Action V, S For the duration, you see invisible creatures and objects as if they were visible. Acquired at 12th Level Banishment Banishment Abjuration 1 Action V, S You attempt to send one creature that you can see to another plane of existence. The target must succeed on a Charisma Saving Throw or be banished. (8 + Spell Bonus vs CHA Save) Ritual Spells Level 12 Dream Dream Illusion 1 Minute V, S, M Class Required: Cleric: Twilight Dom ain Druid: Circle of Dreams Bard: College of Glamour Warlock Component Required: Ground up Valor Bell (Flavor) Ground up Brisk Leaf (Flavor) Ground up Mother's Leaf (Flavor ) This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. Subclass: War Domain War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm) as well as gods of destruction and pillage (such as Gruumsh) and gods of conquest and domination (such as Bane, and Maglubiyet). Other war gods (such as Tempus) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. B onus P roficiencie s Armor: Heavy armor Weapons: Martial weapons Skills: Intimidation Channel Divinity: Guided Strike You can use your Channel Divinity to strike with supernatural accuracy. You gain +10 to-hit on your next attack roll. Channel Divinity: War God's Blessing You can use your reaction to grant an ally a +10 bonus to their to-hit for their next attack roll. Divine Strike You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. War Priest Requires Level 12 Your god delivers bolts of inspiration to you while you are engaged in battle. When you use the attack action, you can make an additional weapon attack as a bonus action. You can use this feature a number of times equal to your wisdom modifier. You regain all expended uses when you finish a long rest. 1st Level 2nd Level 3rd Level 4th Level 5th Level Spirit Shroud Spirit Shroud Necromancy 1 Bonus Action V, S Call forth the spirits of the dead, which flit around you for the duration. Until the spell ends, once on each of your turns, attacks you make deal 1d8 additional necrotic damage to a creature. Any creature that takes this damage cannot regain hit points until the end of their next turn. Aid Magic Weapon Spiritual Weapon Aid Abjuration 1 Action V, S Your spell bolsters your allies with toughness and resolve. Up to three creatures within range gain 5 Temporary Hit Points. Magic Weapon Transmutation 1 Bonus Action V, S You touch a non magical weapon. Until the end of combat that weapon becomes a magic weapon with a +2 to Attack Bonus. Spiritual Weapon Evocation 1 Bonus Action V, S You summon a spectral weapon to fight at your side. On each of your turns you may use a bonus action to command the weapon to attack a target within 1 tile of you, dealing 1d8 damage. Freedom of Movement 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 Holy Weapon Holy Weapon Evocation 1 Bonus Action V, S You imbue a melee weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 3 tile radius. In addition, weapon attacks made with it deal an additional 2d8 radiant damage on hit. If the weapon isn't already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 4.5 tiles must make a Constitution Saving Throw (DC 8+Spell Bonus.) On a failed save, a creature takes 4d8 radiant damage and is blinded until the end of their next turn, taking half as much damage and not becoming blinded on a success. Inflict Wounds Shield of Faith Shield of Faith Abjuration 1 Bonus Action V, S A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the remainder of combat. Acquired at 10th Level. Inflict Wounds Necromancy 1 Action V, S Make a melee spell attack against a creature you can reach (1d20 + Spell Bonus vs AC). On a hit, the target takes 3d10 necrotic damage.
- Barbarian | Halcyon D&D
Barbarian Class Features Ancestral Guardian Beast Berserker Storm Herald Zealot Barbarian People of towns and cities take pride in their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian, though, a settled life is no virtue, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise. Their courage in the face of danger is often unparalleled, making barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties. Subclasses Class Features Basics Base Hit Points: 72 Hit Points per Advancement: 14 Actions: 2 Attack, 1 Bonus, 1 Reaction Class Resources Level 8: +4 Casting Attribute: Wisdom Starting Kit: Battleaxe (x2) Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Saving Throws: Strength, Constitution Skills: Athletics, Intimidation Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Rage In battle, you fight with primal ferocity. On your turn, you can consume both a class resource and a bonus action to go into a rage. For the remainder of combat, you gain +2 Strength and physical resistance (-4 damage to all physical damage sources). It ends early if you are stunned/incapacitated in anyway, or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. Unarmored Defense While you are not wearing any armor, your Armor Class equals 10 + Dexterity + Constitution. You can use a shield and still gain this benefit. Reckless Attack You throw aside all concern for defense to attack with fierce desperation, granting you +2 Attack Bonus at the cost of -2 Armor Class until the start of your next turn. Danger Sense You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge away from danger. You have a passive +2 to Dexterity saving throws. Relentless Attack Requires Level 12 Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while raging, you can make a 1d20 + Constitution saving throw (DC 10). On a successful roll, you can continue to fight with one hit point. This can only be used once per combat. Primal Paths Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing. Choose your primal path (subclass) from the four listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Subclass: Path of the Ancestral Guardian Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals. Bonus P roficiencies Skills: History Ancestral Protectors Spectral Warriors appear around you. While you are raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder their attacks. Until the end of the target's next turn they have disadvantage on any attacks made. Spirit Shield The guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 3 tiles takes damage, you can use your reaction to reduce that damage by 3d6. Vengeful Ancestors Requires Level 12 Your ancestral spirits have grown strong enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes 3d6 force damage. Subclass: Path of the Beast Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You must choose the origin of your feral might when creating this kind of barbarian. Bonus Proficiencies Skills: Animal Handling Beastial Form When you enter your rage, you can transform into a bestial state as a free action alongside it. Bestial Form has the following effects: You may climb with no penalty. You cannot use weapons or shields in this form. You gain access to magical 1d6 main and offhand claw attacks, aswell as a 1d8 bite attack that can be performed once per turn. Potent Fury When landing your beast bite attack, you may deal 2d10 additional damage. Cannot be used if you have already used Infectious Fury this turn. Infectious Fury Requires Level 12 When landing your beast bite attack, you may force that creature to make a Wisdom saving throw (DC 8 + CON + AB). On a failed save, that creature must take it's reaction (if it has one) to make a single melee attack against a target of your choice within' their range. If there are no targets in range, they must make that attack against you instead. This takes priority before all other reactions. Cannot be used if you have already used Potent Fury this turn. Call the Hunt R equires Level 12 The first time you enter a rage during combat, you can impart your ferocity to up to 4 allies (not yourself) within 3 tiles of you for the remainder of combat. Grants +1 Attack Bonus. Subclass: Path of the Berserker For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. Bonus P roficiencies Skills: Survival Frenzy You may choose to enter into a frenzy when you rage. For the duration of your rage, you can make a single melee attack as a bonus action on each of your turns. Each time you attack in such a way, you gain -1 to Hit Bonus (Melee) until you exit your rage. Mindless Rage While raging, you cannot be charmed nor frightened. Intimidating Presence Requires Level 12 You may use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 3 tiles of you. It must succeed a Wisdom Saving Throw (8 + Proficiency Bonus + Intimidation (CHA)) or be frightened for two turns. Once a creature succeeds on its saving throw you cannot use this feature on that creature again until the end of combat. Subclass: Path of the Storm Herald All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts. Bonus P roficiencie s Skills: Nature Storm You may choose the Desert, the Sea, or the Tundra as the source of your primal magics for a given rage. Storm Au ra D esert You may, as a bonus action, exude a fiery aura, dealing 4 points of fire damage to e veryone within 2 tiles of you. Grants Fire Resistance while active. Sea You may, as a bonus action, select one target within 2 tiles of you. They must pass a Dexterity saving throw (DC 12 + CON) or take 2d6 lightning damage. Grants Lightning Resistance while active. Tundra Exude icy spirits to endure the suffering of those around you. You may, as a bonus action, select any number of creatures within 2 tiles of you, healing them for 4 hit points. Grants Cold Resistance while active. Raging Storm Requires Level 12 D esert When a creature within 2 tiles of you makes an attack, you may, as a reaction, lash out at them with fire. The target must succeed a Dexterity saving throw (DC 12 + CON) or take 5 fire damage. Sea As a reaction, select one target within 2 tiles of you that you landed an attack against. That creature must succeed a Strength saving throw (DC 12 + CON) or be knocked prone. Tundra As a bonus action, select one target within 2 tiles of you. They must succeed a Strength saving throw (DC 12 + CON) or be restrained until the end of their next turn. Subclass: Path of the Zealot Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots – warriors who channel their rage into powerful displays of divine power. A variety of gods across the planes inspire their followers to embrace this path. Tempus, Lolth, and Bane are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good. Bonus P roficiencie s Skills: Religion Divine Fury You can channel divine fury into your weapon strikes. As a bonus action while you're raging, the first creature you hit on each of your turns with a weapon strike takes extra damage equal to 1d6 + 6 radiant damage. Warrior of the Gods Your soul is marked for endless battle. Once every four days you may cure yourself of any Wounded, Severely Wounded, Death's Door, or Recovering Statuses. Fanatical Focus The divine power that fuels your rage can protect you. You gain proficiency in Strength, Constitution, Dexterity, Intellect, Wisdom, and Charisma Saving throws while raging. Zealous Presence Requires Level 12 As a bonus action, you unleash a battle cry infused with divine energy. Up to three other creatures of your choice within 6 tiles of you that can hear gain Blessed. Granting a +2 Hit Bonus until the end of their next turn. Rage Beyond Death Requires Level 12 While you're raging, having 0 hit points doesn’t knock you unconscious. Instead you may remain fighting for a time. After using this ability, at the start of each of your turns for the remainder of combat that you begin with 0 hit points you must succeed a DC 8 Constitution Saving Throw. This DC increases by 8 each time you succeed the save. If your rage ends for any reason while at 0 hit points you fall as normal. You may not receive any healing while in this state.
- Adventurer | Halcyon D&D
Adventurer Loot Adventurer A life of quests and wanderlust calls to the adventurer. They wish to see the world, or find what may be lost within its nigh limitless arms. They scour ancient ruins, seek lost relics and knowledge, delve into dungeons, and come face-to-face with terrifying monsters. Adventurers gain access to the Adventurer's Hall in the Oasis. From there they may seek training and guidance from the mentors within, allowing them to seek out and challenge formidable foes for bountiful rewards. On the Books As a registered member of the Adventurers' Guild, you are trained to track and hunt down creatures, within two different zones, the guild currently has a bounty set out for, and are trusted to take multiple Adventuring Contracts from the guild each day to deal with them. Similarly, being registered earns you the perk of earning a payout for each Adventurous Merits you turn in for each creature the guild currently wants quelled. Finishing a zone will reward a Adventurous Merit and 200 Gold each time. You have a chance to gain 2 more Merits per run of the zone. (Encountering all 3 monsters) as well as monster parts. Loot Many of the creatures adventurers hunt down, being magical beasts and monstrosities themselves, drop valuable loot that are necessary for certain magical item creation recipes. On Order Requires Adventurer: Adept As an adept adventurer, you are particularly well aware when it comes to who is best to provide you with the equipment you'll need to tackle your journeys.You may grant a Craftsman, Blacksmith, or Apothecary a Commissioned buff, granting them a single extra crafting attempt and +1 crafting bo nus for any attempts made within 20 minutes after receiving it. You may use this feature 1+CHA-1 (2 is 1, 3 is 2, etc) times per week, with a minimum of 1 and a max of 3. Laborer's Muse Requires Adventurer: Expert Your stories and experience always seem to have a certain charm or quality to them. Maybe they still aren't very good, but one cannot deny hearing about how all their equipment gets used on actual adventures you've been on can motivate them towards new heights. Once per week you may grant 100 profession XP to any other profession, +25 for every point of CHA you have over 0. Loot Captured Melody Harvested from the Mimic. Feral Claw Harvested from the Monstrous Lynx. Draconic Scale Harvested from the Rattelyr. Precious Gemstone Harvested from the Galeb Duhr. Elegant Feather Harvested from the Dire Corby. Resilient Heart Harvested from the Yeti. Unstable Essence Harvested from the Wendigo.

