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  • Researches | Halcyon D&D

    Researches Demonomicon Mythical Resources Lexicon of Faerûn Skillful Mastery Restricted Research Researches As players seek out advancing their characters, they might find themselves researching certain topics within the library of Ovius Alvarez located at the New Dawn. A player may choose to research once every 3 days getting 3 points towards the research of your choice. ​ Topics Available: Demonomicon - 3x Extra Demon Boss Summons Mystical Resources - Mysterious Mushrooms & Strange Shards Lexicon of Faerûn - Language Research Skillful Mastery - Proficiency Research Demonomicon Finding ways to our plane, a slew of demons terrorize civilians and adventurers alike. You have cultivated an interest in these threats and chosen to research them, learning their behavior, hunting patterns, and anything needed to understand this foe so that you may go forth and battle them. ​ You gain access to the demonomicon, revealing three new foes for you to face within Hellgate Keep. Each demon may be defeated weekly for Marks of Service and Arcane Residue. ​ (Requires 5 research points.) Mythical Resources You find yourself enthralled with the oddity of the world, nature's curious creations that others overlook. Seeing their vibrant potential, you scrounge through literature to find the places they grow so that you may seize them for your own. ​ Adept Foragers will gain access to a new resource: the Mysterious Mushroom and Strange Shard. (Requires 3 research points.) Lexicon of Faerûn There are numerous languages spoken by various races, creatures, and inhabitants of the Forgotten Realms. For whatever reaso n , your character may undergo interest in learning a new language, or uncovering a forgotten o ne . Each character may learn one additional language through research. Additionally, for each point of INT a character has b eyond 0 (before item modifiers), they may continue to learn languages beyond that thro ugh the same system to a maximum of 5 learned languag es. The languages listed below are the ones more readily available to learn. If a player is after something more obscure, or rare, it is best to open a DM ticket to inquire before embarking with researching it. Abyssal, Celestial, Draconic, D warvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc, Infernal, Primordial, Sylvan, and Undercommon. (Requires 10 research points.) Skillful Mastery Do you feel like you just don't quite understand something as well as your peers? Is there perhaps a skill you want to learn that is just not inside your natural skillset? Well, this is the research for you! Each character may learn one additional proficiency through research from a limited set of allowed proficiencies. Note, this cannot stack with a proficiency you already have as granted by an affliction, race, class, or subclass. You may readily learn any of the following skill proficiencies if you do not already have them. If you do, well... you're just very talented as it is and would be better off reading something else! Arcana, Animal Handling, History, Medicine , Nature, Religion, Performance, and Survival. (Requires 10 research points. Can only be completed once.) Restricted Research Those seeking more advanced knowledge must first prove themselves as a scholar. Researching the more, mundane, topics within the library. After which, and a small fee they will gain access to an exclusive section within the halls. (Requires 10 research points and a one time fee of 2,000 gold coins.) ​ Topics Available: Libram of Souls and Flesh - A tome full of dark arts and rituals. Book of Eternal Respites (Coming Soon) Libram of Souls and Flesh With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. While the library does not have one on display it does have transcripts of the contents for study. It's mere presence threatens to consume any who attempt to delve its secrets save the few who can learn to navigate it safely. (Requires 6 research points. You must purchase the Libram from New Ascalhorn or otherwise acquire it.) ​ When equipped the Libram of Souls and Flesh gives access to an additional consequence following PvP. Allowing you to take a harmless and unimpactful sliver of a target's soul for use in dark rituals. ​ Additional Topics Available: Ritual of Soul Raising - Requires 10 research points. Allows the caster to create a Soul-Wight. Chill Touch cantrip - Requires 4 research points. Allows the wielder of the Libram to cast the Chill Touch cantrip in combat regardless of class. Book of Eternal Respites A tome long thought believed lost to the ages. The celestial knowledge within can cure even the strongest of afflictions. While the original was located and brought to the library by the brave adventurer Domino, the researchers within have toiled for many weeks to begin making copies. While the original possessed divine protection, these replicas do not. Allowing any and all to learn common rituals of healing and repair. (Requires 6 research points. You must purchase the Book of Eternal Respites from Silvergarde or otherwise acquire it.) ​ When equipped the Book of Eternal Respites rewards Karmic Favor when aiding another. Performing surgery, using Lesser Restoration, Greater Restoration, Regeneration, or Remove Curse with the tome equipped and studied will reward you this resource. ​ Additional Topics Available: Ritual of Greater Restoration - Requires 10 research points. Ritual of Regeneration - Requires 10 research points. Ritual of Remove Curse - Requires 10 research points.

  • Halcyon D&D

    Season 3: Unveiled Serenity w ith the final clashing of Eilynore Ashpride and Kargresh, the battle for Hellgate Dell and its surrounding region saw many casualties. A pyrrhic victory, but a victory nonetheless. However, even amidst the lull, a dark song was weaving. Cunning and meticulous, something began to sink their claws into the region. Reports of cults forming in the jungle ruins has Ashpride concerned for the trade routes, hiring out local mercenaries to protect the cargo. The druids of the Far Forest have become restless, monsters lurking in the darkness seeing them not so keen to outsiders. And, within the wastes, Isun has departed, claiming the land is far too dangerous to sell his magnificent wares. Moving in the shadows, what would this new foe mean for Silvergarde? Server Info

  • Apothecary | Halcyon D&D

    Apothecary Creations Apothecary Well-versed in the practices of alchemy, herbalism, and medicine, the apothecary takes pride in concocting mixtures of earthly material and magic, though their creations do not always heal. Their effects vary widely, some marked as potent toxins while others may enlarge one's self to the size of a giant. There are an incredible amount of possibilities, some of which are still being discovered. ​ Basic Reagent Crafting You are able to turn gathered herbs (2 Basic Herbs or 2 Daisies) into Basic Reagents used as the base for potion brewing. ​ Advanced Reagent Crafting You are able to turn 2 exotic herbs into Advanced Reagents used as a base for higher tier potions. Creatio ns You are able to make a plethora of alchemical creations. To successfully make a creation, you must pass its corresponding DC based off a 1d20 + INT/WIS (whichever is higher) roll. Novice Creations Adept Creations Expert Creations Treatment ​ Basic item required by Craftsmen. ​ 2x Plant Fiber Medical Supplies ​ Required for Surgery (1x for wounded 2x for severe wounds) ​ 5x Bolt of Cloth 10x Daisy 1x Glass Vial Potion of Healing DC 13 Regain 4d4+4 hit points. 4x Basic Reagent 6x Daisy 1x Glass Vial Potion of Climbing DC 11 Climb speed equal to movement for the remainder of combat. 4x Basic Reagent 1x Feral Claw 1x Glass Vial Potion of Growth DC 13 Grants the effects of the Enlarge spell. 6x Basic Reagent 4x Giant's Root 1x Glass Vial Potion of Greater Healing DC 14 Regain 6d4+6 hit points. 6x Advanced Reagent 1x Potion of Healing*

  • Magical Items | Halcyon D&D

    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 the Attunement Obelisk to connect 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 attune to the Bag of Holding as one of your first 3 items or it will not work. If you haven't done so, then you may have to unattune from one of them. Creating Magical Items Creating Magical Items Magical Items can be created within the mage's tower of Silvergarde or the magic shop of New Ascalhorn. 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 | 7,000g ​ 1x Necklace 1x Amulet of Health 20x Silver Ingot 40x Daisy 12x Resilient Heart 40x Arcane Residue Amulet of Health Neck This amulet grants the wearer a +10 bonus to their hit points. Uncommon, Craftable | 6,000g ​ 1x Necklace 10x Silver Ingot 30x Daisy 9x Resilient Heart 30x Arcane Residue Amulet of Proof Against Location and Detection Neck While wearing this amulet, you are hidden from divination magic. Rare, Craftable | 4,000g ​ 1x Necklace 1x Ring of Mind Shielding 20x Silver Ingot 40x Valorbell 12x Unstable Essence 40x Arcane Residue Belt of Strength Waist This belt grants the wearer a +1 bonus to their Strength score. Rare, Craftable | 7,000g ​ 1x Belt 1x Rope of Entanglement 20x Silver Ingot 30x Giant's Root 12x Resilient Heart 40x Arcane Residue Boots of Dexterity Feet These boots grants the wearer a +1 bo nus to their Dexterity score. Rare, Craftable | 7,000g ​ 1x Boots 1x Bracers of Flying Daggers 20x Silver Ingot 40x Brisk Leaf 12x Elegant Feather 40x Arcane Residue Boots of Speed Feet These boots grant the wearer an additional 1 tile of movement speed. Very Rare, Craftable | 6,500g ​ 1x Boots 1x Boots of Dexterity 30x Silver Ingot 50x Briskleaf 15x Unstable Essence 50x Arcane Residue 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 damage on a hit. This attack is considered magical. Uncommon, Craftable| 5,500g ​ 1x Gloves 10x Silver Ingot 30x Briskleaf 9x Feral Claw 30x Arcane Residue Cape of Charisma Back This cloak grants the wearer a +1 bonus to their Charisma score. Rare, Craftable | 7,000g ​ 1x Cloak 1x Rod of Rulership 20x Silver Ingot 40x Valorbell 12x Captured Melody 40x Arcane Residue Cloak of Invisibility Back Twice per day, the wearer may cast Invisibility as an action without expending spell slots or materials. Very Rare, Craftable| 13,500g ​ 1x Cloak 1x Cape of Charisma 30x Silver Ingot 50x Valorbell 15x Unstable Essence 50x Arcane Residue Cloak of Protection Back You gain a +1 bonus to AC while you wear this cloak. Rare, Craftable | 4,000g ​ 1x Cloak 1x Ring of Protection 20x Silver Ingot 40x Mother's Leaf 12x Draconic Scale 40x Arcane Residue Dispelling Stone Accessory You may toss the stone at a target and dispel it of all magical effects. Two charges per combat. Rare, Craftable | 7,000g ​ 4x Stone Brick 1x Stone of Good Luck 20x Silver Ingot 40x Mysterious Mushroom 12x Captured Melody 40x Arcane Residue Elven Chain Body (Any Non-Druid) This chain shirt grants the wearer 14 AC + DEX (Max 2). Does not require medium armor proficiency. Uncommon, Craftable | 4,500g ​ 1x Chain Shirt 10x Silver Ingot 30x Mother'sleaf 6x Resilient Heart 30x Arcane Residue Gem of Seeing Head Once per day, you can cast See Invisibility on yourself. Uncommon, Craftable | 5,500g ​ 1x Hat 10x Silver Ingot 30x Valorbell 9x Precious Gemstone 30x Arcane Residue Gloves of Wisdom Hands These gloves grants the wearer a +1 bonus to their Wisdom score. Rare, Craftable | 7,000g ​ 1x Gloves 1x Gem of Seeing 20x Silver Ingot 40x Valorbell 12x Feral Claw 40x Arcane Residue Hat of Disguise Head You may cast the Disguise Self spell at will. The spell ends if the hat is removed. Uncommon, Craftable | 3,000g ​ 1x Hat 10x Silver Ingot 30x Valorbell 9x Unstable Essence 30x Arcane Residue Ring of Feather Falling Ring You are immune to fall damage while wearing this ring. Uncommon, Craftable | 5,500g ​ 1x Ring 10x Silver Ingot 30x Brisk Leaf 9x Elegant Feather 30x Arcane Residue Ring of Jumping Ring While wearing this ring, you may cast the Jump spell on yourself as a bonus action on your turn. Has two charges. Rare, Craftable| 5,000g ​ 1x Ring 1x Ring of Feather Falling 20x Silver Ingot 40x Mysterious Mushroom 12x Elegant Feather 40x Arcane Residue Ring of Mind Shielding Ring While wearing this ring, you are immune to magic that reads your thoughts or identifies if you are lying. Also grants a +2 bonus to Wisdom saving throws. Creatures can telepathically communicate with you only if you allow it. Uncommon, Craftable | 4,000g ​ 1x Ring 10x Silver Ingot 30x Strange Shard 9x Unstable Essence 30x Arcane Residue Ring of Protection Ring You gain a +1 bonus to AC while you wear this ring. Uncommon, Craftable | 5,500g ​ 1x Ring 10x Silver Ingot 30x Mother'sleaf 9x Draconic Scale 30x Arcane Residue Ring of Shooting Stars Ring 3 Item Charges, 1 Charge to cast Faerie Fire. 1 Charge to cast Shooting Stars: the target takes 5d4 damage on a failed save (DC 15 DEX Save) and half as much on a success. Very Rare, Craftable| 9,000g ​ 1x Ring 1x Ring of Jumping 30x Silver Ingot 50x Valorbell 15x Precious Gemstone 50x Arcane Residue Rod of Rulership Accessory Once per day, DC 15 vs WIS Save Charm. Uncommon, Craftable | 4,500g ​ 1x Wood Club 10x Silver Ingot 30x Mysterious Mushroom 9x Capture Melody 30x Arcane Residue Rope of Entanglement Accessory 1 Attack Action, 2 Tile Range. DC 15 vs DEX Save Restrain. Uncommon, Craftable | 5,500g ​ 30x Bolts of Cloth 10x Silver Ingot 30x Brisk Leaf 9x Captured Melody 30x Arcane Residue 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) and Shield (2 charges). Very Rare, Craftable | 5,500g ​ 1x Staff 1x Cloak of Protection 30x Silver Ingot 50x Mother'sleaf 15x Precious G emstone 50x Arcane Residue Staff of Fire Main Hand, Two-Handed This staff has 5 charges per long rest. You may cast Burning Hands (1 charge) and Fireball (3 charges). Very Rare, Craftable| 9,000g ​ 1x Staff 1x Tome of Intelligence 30x Silver Ingot 50x Valor Bell 15x Draconic Scale 50x Arcane Residue 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), Lesser Restoration (2 charges), and Mass Cure Wounds (5 charges). Very Rare, Craftable| 6,500g ​ 1x Staff 1x Gloves of Wis 30x Silver Ingot 50x Daisy 15x Captured Melody 50x Arcane Residue Stone of Good Luck Accessory This stone grants the holder a +1 bonus to all saving throws. ​ Uncommon, Craftable | 3,000g ​ 1x Stone Brick 10x Silver Ingot 30x Mother'sleaf 9x Precious Gemstone 30x Arcane Residue Tome of Intelligence Accessory This tome grants the wearer a +1 bonus to their Intelligence score. ​ Rare, Craftable | 7,000g ​ 1x Tome 1x Hat of Disguise 20x Silver Ingot 40x Mother'sleaf 12x Precious Gemstone 40x Arcane Residue ‎ 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 ​ Dwarven Plate Body 20 AC. Reaction ability to decrease di stance you are pushed by 1 tile. Requires Heavy Armor Proficiency. Wonderous, Exotic | 13,500g ​ 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 ​ Bracers of Archery Hands +2 Attack Bonus when using a Shortbow or Longbow. Wonderous, Exotic | 13,500g ​ Flame Tongue (Greatsword) Main Hand, Two-Handed A greatsword that deals an additional 1d6 fire damage on successful attacks. Wonderous, Exotic | 13,500g ​ Frost Brand (Katana) Main Hand, Two-Handed A katana that deals an additional 1d6 cold damage on successful attacks. 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 hit a target within' range with an attack. 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 ​ Instrument of the Bards Focus (Bard only) While this is in your focus slot you gain a +2 Spell Bonus Wonderous, Exotic |13,500g ​ Robes of the Archmagi Body (Sorcerer/Warlock/Wizard) While wearing this robe, your AC becomes 15 + DEX. You also gain a +2 Spell Bonus. Wonderous, Exotic | 13,500g ​ Serpent Scale Armor Body 14 AC + full DEX. Ability to swap weapons/equip ammo as a free action once per turn. Requires Medium Armor Proficiency. Wonderous, Exotic |13,500g ​ Staff of the Woodlands Mainhand (Druid only) While wielding this staff you gain +2 Spell Bonus, Ensnaring Strike (1 charge) and Erupting earth (3 charges) Wonderous, Exotic |13,500g ​ Watchful Helm Head +1 AC. Once per day, you can cast See Invisibility on yourself. Wonderous, Exotic | 13,500g ​

  • Blood Hunter | Halcyon D&D

    Blood Hunter Class Features Blood Curses Ghostslayer Lycan Mutant Profane Soul Blood Hunter Far from the judging eyes of society, blood hunters have mastered the secretive techniques of hemocraft, finding blood magic’s esoteric nature effective against evils that resist divine rebuke or arcane bindings. Through careful study and practice, blood hunters hone the rites of hemocraft into unique combat techniques, forfeiting a portion of their own health to call blood curses down upon their enemies or summon the elements to aid their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force dedicated to protecting the innocent. ​ Whether driven by the wish to make a difference, the need to take vengeance, or the hope of finding a place to belong in an uncaring world, every blood hunter has their own reasons for undertaking the ritual of the Hunter’s Bane that starts them on this path. In joining an order of blood hunters, one also joins a family bound by service to each other and a common cause. For many, this might be the only family they have left—or have ever known—making the kinship felt between blood hunters an all-but-unbreakable bond. ​ In choosing this path, every blood hunter irrevocably gives a part of themself to their cause—physically, emotionally, and sometimes morally. Each order of blood hunters practices its own ideals and methods, often employing techniques with dark origins that test the strength and will of those who employ them. Many wrestle with the fear of losing this struggle. And so a life of discipline and vigilance drives a blood hunter’s travels as they wander the countryside, in search of like-minded adventurers and whispers of dark deeds afoot. Subclasses Class Features Basics Base Hit Points: 64 Hit Points per Advancement: 16 Actions: 2 Attack, 1 Bonus, 1 Reaction Blood Curses:​ Level 8: +1 ​Level 10: +2 (3) Casting Attribute: Intelligence or Wisdom Startin g Kit​ Shortsword Shield Chain Shirt ​ Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Saving Throws: Dexterity, Intelligence Skills: Arcana, Investigation Attack & Spell Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) ​ Hunter's Bane After surviving the Hunter’s Bane, a painful, scarring, and sometimes fatal ritual required to become a bloodhunter -- your body is empowered to c ontrol and shape hemocraft magic, using your own blood and life essence to fuel your rites and blood curses. You are immune to vampirism, and your blood is considered both toxic and inert to vampires, granting them no benefit when feeding upon you by any means. ​ Becoming any form of Undead will render your blood inert, returning you to a base class Fighter. ​ Crimson Rite You learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy; causing them to deal an additional 1d8 damage matching the element. As a bonus action once per combat, you can activate a rite on the weapon you are holding which lasts for the duration of said combat. When you activate a rite, you take 1d8 necrotic damage. This damage cannot be reduced in any way. ​ You may choose fire, cold, or lightning damage for your rite. ​ Brand of Castigation When you damage a creature with a weapon for which you have an active Crimson Rite, you can channel hemocraft magic to sear an arcane brand into that creature. You always know the direction to the branded creature as long as it is on t he same p lane as you. Each time the branded creature hits you with an attack or damaging spell /cantrip , the creature takes 1.6xWIS/INT as damage for each target included in their attack/spell/cantrip within' 1 tile of you including yourself. The Blood Hunter gains +2 survival on tracking attempts on the Branded Target for 2 hours after combat ends. Usable once per Short Rest. ​ Brand of Tethering Requires Level 12 Creatures branded by your Brand of Castigation cannot take the Dash action. If it attempts to teleport or to leave its current plane by any means, it takes 4d6 psychic damage and must make a Wisdom Saving Throw (DC 8 + Spell Bonus). On a failure, the attempt to teleport or leave the plane fails. ​ Blood Hunter Order Each blood hunter commits to an order of blood hunters whose philosophy will guide them throughout their life: the Order of the Ghostslayer, the Order of the Lycan, the Order of the Mutant, or the Order of the Profane Soul, each of which is detailed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Class Expectations All Blood Hunters have undergone the Hunter's Bane in the past, enabling their hemomancy. This pro cess has an extremely high level of mortality and leaves those who survive with some sort of physical, emotional or moral piece of them removed. It is only undergone by those who atleast a t one point in their lives truly wished and are/were willing to die for their specific cause. All Blood Hunters should have some level of obligation to their duty, and in some cases honor. An Order of the Lycan Blood Hunter would be shamed by being cured of Lycanthropy, and would often happily go through the taming ritual again and be re-cursed to reattain it while striving towards using their abilities for good. A Ghostslayer Blood Hunter is always going to be at the very, very least weary and watchful of even the most seemingly harmless undead while a majority loyal to their order will be zealous enough to want to destroy them on the spot. Ontop of this, all Blood Hunters at their core will hold some part of their Orders to be vigilant against evil and life threatening beings of all kinds. Blood Hunters who instead embrace, accept and work with those that oppose their order's beliefs are subject to a warning and ultimately a character retirement if they continue to push the bounds of the class fantasy without an proper, extremely good roleplay reason to do so. Blood Curses After surviving the Hunter's Bane, your blood becomes active towards the use of hemomancy, including versatile rites and curses to give you an edge over your foe. These are replenished once per Short Rest. Level 8 Level 10 Level 12 Blood Curse of Binding Blood Curse of the Marked Blood Curse of Binding A s a b onus action with a cost of 1 class resource, you attempt to bind a large or smaller creature you can see within 4 tiles of you which must make a Strength Saving Throw (DC 8 + Spell Bonus). On a failure, the creature is restrained and cannot take reactions until the end of its next turn. Subclass: Order of the Ghostslayer The Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mystery of the transition from life, and the unholy power that can cause the dead to rise once more. These zealous blood hunters make it their life’s work to destroy the scourge of undeath wherever it is found, tuning their abilities to engage undead creatures and those who manipulate the necromancy that creates them. ​ ​ Bon us Proficiencies ​ Skills: Perception Blood Curses:​ Level 8: +1 (4) (Curse Specialist) ​ Rite of the Dawn Rite of the Dawn is applied whenever you use your Crimson Rite feature. Your Crimson Rite deals radiant damage and sheds a bright light out for 2 tiles in all directions around you, and you gain necrotic damage resistance. ​ Curse Specialist You learn to master blood curses. You gain 1 additional class resource. ​ Aether Walk At the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects but may not end your turn inside of an object. This may only be used once per long rest. ​ ​ Brand of Sundering Your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you deal an additional 1d8 radiant damage. Additionally, the branded creature may not move through creatures or objects. Dispels and prevents Ghost Walk. ​ Rite Revival Requires Level 12 You learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have crimson rite active and you are reduced to 0 hit points, you can choose to have your active crimson rite end and drop to 1 hit point instead. Only works if your weapon the rite is applied to is in your hand when you hit 0. ​ Blood Curse of the Exorcist Requires Level 12 As a bonus action with a cost of 1 class resource and 1d8 damage to yourself, you choose one creature you can see within 4 tiles of you that is charmed, frightened, or under a possession effect. That target is no longer charmed, frightened, or possessed. The creature that charmed, frightened, or possessed the target takes 3d6 psychic damage and must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or be stunned until the end of their next turn. Subclass: Order of the Lycan The ancient curse of lycanthropy is feared by nearly all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud group of blood hunters who undergo “the Taming”—the ceremonial infliction of lycanthropy by a senior member of the order, for those who do not already carry the curse before seeking this path. These hunters then use the magic of their blood to harness the power of the monster they harbor, without losing themselves to it. Using intense will and secret blood magic rituals, members of the Order of the Lycan learn to control and unleash their hybrid forms for short periods of time. Enhanced physical prowess, unnatural resilience, and razor-sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to their own hunger. ​ As lycanthropy will not take to Dhampir, this subclass cannot be chosen by Dhampir. ​ Bonus P roficiencies Skills: Athletics Attack Bonus (While Transformed) Level 10: +2 ​ Hybrid Transformation You can tap into the Curse of Lycanthropy to unfurl a hybrid form twice per day, increasing Attack Bonus by 2, granting 1d6+stat unarmed attacks for main and offhand, and 1+con regeneration below 50hp.You may use your crimson rite to apply it to both of your claws as one weapon, if you have not already used it. Regardless of if you are in this form or not, you have vulnerability to silver weapons, which will deal 2d6 more damage to you and nullify your regeneration until your next turn. ​ Blood Curse of the Howl Requires Level 12 As an action with a cost of 1 class resource and 1d8 damage to yourself, you unleash a blood curdling howl. All creatures within' 6 tiles of you that can hear you must make a Wisdom Saving Throw (DC 8 + Spell Bonus). On a failed save, a creature is stunned until the end of their next turn or frightened on a successful one. Cannot be cast when silenced, and does not affect those who are silenced. ​ Subclass: Order of the Mutant The process of undertaking the Hunter’s Bane ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed—and not always for the better. Over generations of experimentation, a splinter order of blood hunters honed the way in which hemocraft alters the body, using corrupted alchemy and toxic elixirs to alter their blood even further. Over time, they have modified their capabilities in battle, becoming something beyond what they once were. Calling themselves the Order of the Mutant, these blood hunters now specialize in assessing the strengths and weaknesses of their foes, altering their biology to be best prepared for any conflict. ​ Bonus Proficie ncies ​ Skills: Acrobatics Mutagens ​Level 10: +2 ​Level 12: +2 (4) ​ Strange Metabolism Your body adapts to toxins and venoms, ignoring their corrupting effects. You gain resistance to poison damage and the poisoned condition. ​ Brand of Axiom Enemies affected by Brand of Castigation cannot go invisible, or utilize illusions against you. If a creature is in an alternative form when branded, it must succeed a Wisdom saving throw DC (8 + Spell Bonus) or revert to it's true form. If a branded creature attempts to alter it's form, it must succeed on a Wisdom saving throw (8 + Spell Bonus) or have the attempt fail. ​ Mutagen (Aether) As a bonus action, you imbibe a Mutagen of Aether. Converts all movements you make to flying, and gives you disadvantage on Strength and Dexterity Saving Throws for the remainder of combat. ​ Mutagen (Mobility) As a bonus action, you imbibe a Mutagen of Mobility. Immediately removes any grappled, restrained, or paralyzed conditions and gives you disadvantage on Strength and Dexterity Saving Throws for the remainder of combat. ​ Mutagen (Precision) As a bonus action, you imbibe a Mutagen of Precision. You gain a +2 Attack Bonus and have disadvantage on Strength Saving Throws for the remainder of combat. ​ Mutagen (Rapidity) As a bonus action, you imbibe a Mutagen of Rapidity. Your movement speed increases by 1 tile and you have disadvantage on Intelligence Saving Throws for the remainder of combat. ​ Mutagen (Cruelty) Requires Level 12 As a bonus action, you imbibe a Mutagen of Cruelty. You may make another weapon attack this turn and have disadvantage on Intelligence, Wisdom, and Charisma Saving Throws for the remainder of combat. ​ Mutagen (Reconstruction) Requires Level 12 As a bonus action, you imbibe a Mutagen of Reconstruction. For the remainder of combat, if you are below 50 hit points, you will regain hit points equal to your Attack Bonus at the start of each of your turns. Your movement speed is also decreased by 1 tile for the remainder of combat. ​ Blood Curse of Corrosion Requires Level 12 As a bonus action with a cost of 1 class resource and 1d8 damage to yourself, you cause a creature within 4 tiles of you to take 4d6 necrotic damage. They must also succeed on a Constitution Saving Throw (DC 8 + Spell Bonus) or become poisoned until properly cured by the appropriate means. Subclass: Order of the Profane Soul Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance. So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price. ​ Bonus P roficiencies ​ Skills: Deception ​ Mystic Frenzy When you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action (1d20 + Attack Bonus vs AC). ​ Blood Curse of the Souleater Requires Level 12 ​ As a free action with a cost of 1 class resource and 1d8 damage to yourself, offer up the life energy of a fallen creature to your patron in exchange for power, granting you both +2 to Proficiency bonus, resistance to all damage until the end of the turn and regaining a spent pact magic slot. ​ P act Magic You augment your combat techniques with the ability to cast a minor spell from a patron of your choice. You are granted 2 pact magic slots to use for casting spells (not cantrips) that are recovered after a short rest. Patrons and their spells are as follows: The Archfey - Calm Emotions, The Fiend - Burning Hands, The Hexblade - Eldritch Smite, The Undying - Silence, or The Celestial - Lesser Restoration. See the Warlock class page for more information. Cantrips Pact Magic Eldritch Blast Poison Spray Lightning Lure Frostbite Chill Touch Eldritch Blast Evocation 1 Action V, S A beam of crackling energy streaks towards a creature within range. 1d10 Force Damage (1d20 + Spell Bonus vs AC) Flavor Spells ​ The following spells are included in the sorcerer's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They are only to be used to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a roleplay scenario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 8 Control Flames Mage Hand Minor Illusion Prestidigitation Illusory Script Control Flames Transmutation 1 Action S You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: ​ You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. ​ If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

  • Soul-Wight | Halcyon D&D

    Soul-Wight Creation Features Weaknesses Soul-Wight By willingness or force, you were forged by a dark ritual, removing your soul and placing it within a vessel to give you a new, boundless body as a vehicle for your whims. You serve to empower other undead creatures in their fight against the living, proving to be a tool for vengeance and carnage alike. So long as your soul remains, your war never ends. ​ Whether you underwent this ritual of your own choosing to empower yourself or were forced to rise as a Soul-Wight by another. Your soul resides within a Soul Coin that remains in your possession, locked away, or in the hands of another. Whoever holds it controls your destiny. Either by choice, or by force, you serve those who seek to turn undead against the living. Your new powers are beyond that of normal undead and you may retain the memories of your previous life, though they may be muddled, broken, or gone entirely after undergoing the rites of transformation. Creation This is a roleplay acquired affliction. To make a Soul-Wight, you must first access Restricted Research and learn about the Libram of Souls and Flesh. With possession of the libram, you may take Soul Slivers as a consequence to PvP. ​ Researching the Libram of Souls and Flesh also unlocks the ability to perform the ritual of Soul Raising. ​ Ritual of Soul Raising Must be performed on Unholy Hallowed Ground. All reagents are lost regardless of ritual roll. 10x Soul Slivers 1x Diamond 5x Incense 25x Arcane Residue 1x Living Creature who is the Target ​ (( A player must consent to becoming a Soul-Wight and will only be turned if the ritual succeeds. )) Features A character loses access to their race, class, and subclass by choosing this affliction. You do not require character levels or experience to access features. You may attune to non-class restricted magic items. ​ Basics Base Hit Points: 108 Actions: 2 Attack, 1 Bonus, 1 Reaction ​ Proficiencies Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Proficiency Bonus: +4 ​ ​ Undead Immunities You are immune to magical sleep and effects that leave you poisoned. ​ 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. ​ Twisted Skeleton Your unarmed attacks are more powerful, constitute as magical attacks and have the finesse property. They deal 1d6 + AT R damage. ​ ​ Life Detection You can always see that which you despise―life itself. You ignore Invisibility on a target so long as the target is not undead. ​ Life Drain After a successful melee attack, use your bonus action to deal 2d6 additional necrotic damage. The target cannot be healed by any means other than a life transference spell for 1 turn. Can be used in combination with AoO attacks, if you still have your bonus action remaining when hitting them. ​ Grave Orders The Wight can spend a bonus action to speak a ghastly incantation, ailing a target to, or away, from incapacitation. Grave Orders can only be used on each target once per combat and cannot target self. ​ Death Ward Spend a bonus action to place Death Ward on a target that lasts until they end their turn or it takes effect. If the target would drop to 0 hit points as a result of taking damage while Death Ward is active, the target instead drops to 1 hit point unless the damage was fire or radiant and the status ends. ​ Death Watch Spend a bonus action to place Death Watch on a target that lasts until the end of their turn. Death Watch prevents the target from using any ability/spell that allows them to persist fighting after hitting 0 HP, or returning to 1 HP while active. ​ Death Wrath Spend a bonus action to empower an Undead ally, granting them advantage on their next turn. ​ Territorial Servant When you are fighting in your clan base or are in combat with whomsoever turned you into a Wight, your draining abilities are empowered. Once per combat, as an action, you may remove a level 2 and 3 spell slot from a single enemy. ​ Root of Undeath Simply succumbing to your draining abilities can infect individuals with a disease that ails them closer to undeath. In the consequences phase, you may choose to inflict a disease on the target that reduces their maximum hit points by 25 and reduces their Constitution Saving Throws by 3. If they are ever killed under this effect, there is a chance they will rise again as a zombie. (DM Approval Only) ​ Grave Resistances You have resistance against psychic, necrotic, and poison damage. ​ Rise from the Grave Once per 18 hours the Soul-Wight may clear the Wounded, Severely Wounded, Death's Door, Maimed, and Cursed statuses from themself. ​ Weaknesses Undead Weaknesses You have weakness to radiant damage. ​ Sunlight Sensitivity While in sunlight, the soul-wight has disadvantage on perception checks that rely on sight. ​ ​ Shackled Soul When you were created, your soul was used as a catalyst in the ritual. It was bound within the confines of a Soul Coin that now exists on this plane. So long as this coin exists, you cannot be destroyed. If you fall in battle and your body is destroyed you will manifest again so long as your soul remains tethered to this coin. ​ Whoever possesses this coin can exert great control and command over you as they hold your very existence in the palm of their hand. ​ Curse of the Grave Healing magics have no effect on the undead.

  • Fighter | Halcyon D&D

    Fighter Class Features Arcane Archer Battle Master Eldritch Knight Psi Warrior Rune Knight Samurai Fighter Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike. ​ Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters. ​ Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. Subclasses Class Features Basics Base Hit Points: 68 Hit Points per Advancement: 14 Actions: 2 Attack, 1 Bonus, 1 Reaction Casting Attribute: Strength Eldritch Knight, Arcane Archer: Intelligence Starting Kit: Chain Shirt​ Shield Shortsword ​ Proficiencies Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Saving Throws: Strength, Constitution Skills: Acrobatics, Athletics Attack Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) ​ Action Surge You can push yourself beyond your normal limits for a moment, granting you the ability to take one additional Attack Action on your turn. Usable once per Short Rest. ​ Second Wind You may use your bonus action to regain 1d10+10 hit points. Usable once per Short Rest. Martial Archetype Each fighter has a combat style and technique that they strive to emulate. Choose your martial archetype (subclass) from the six listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Subclass: Arcane Archer An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of their most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. ​ ​ Bon us Proficiencies ​ Skills: Perception Arcane Shot: Level 10: +3 Level 12: +2 (5) Spell Bonus:​ Level 10: +3 Level 12: +1 (4) ​ Magic Arrow Whenever your fire a nonmagical arrow from a shortbow or longbow, it is magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. ​ ​Curving Shot You have learned how to direct an errant arrow towards a new target. Whenever you miss an attack with a magic arrow and miss, you can use a bonus action to reroll the attack against a different target in line of sight of the Arcane Archer. ​ Ever Ready Shot ​Your magical archery is available whenever battle starts. If you roll initiative and have no Arcane Shot you gain two. ​ ​ ​ Arcane Arrows As an arcane archer, you have access to a variety of arcane arrows that you can utilize to get the advantage over your foes, capable of all sorts of useful utilities and effects that are able to be used after successfully hitting the target. Each one uses a single Arcane Shot. Level 10 Level 12 Beguiling Arrow Bursting Arrow Grasping Arrow Beguiling Arrow ​ Your enchantment magic causes your arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and must succeed a Wisdom Saving Throw or be charmed until the end of it's next turn. Flavor Spell ​ The following spell is included in the Arcane Archer's repertoire, however; this spell cannot be used in combat and does not consume a spell slot. It is only to be used to enrich the narrative of your roleplay. For spells that involve affecting another person , they should be treated as social rolls. It is fully consent based and cannot be used to force an outcome in a rol eplay sc enario. It is unlocked at Level 10 when the subclass is unlocked. Level 10 Prestidigitation 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. Subclass: Battlemaster Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge. ​ Bonus P roficiencies Skills: Persuasion Maneuver s Level 10: +4​ ​ Ambush Instead of rolling initiative normally, you may roll initiative as an ambush, adding an additional 1d10 to a base initiative roll. ​ Brace When a creature you can see moves into range, you can use your reaction to spend one Manuever and make one attack against the creature using that weapon. Deals 1d10 bonus damage on hit. ​ Disarming Attack When you make an attack, you may spend a Maneuver to attempt to disarm your target (8 + Attack Bonus vs STR Save). ​ Menacing Attack After you hit a creature with an attack for 1 Maneuver, deal 1d10 damage and attempt to frighten them. The target must succeed a Wisdom Saving Throw or be frightened of you till the end of their next turn. ​ Pushing Attack After you hit a creature with an attack for 1 Maneuver , deal 1d10 damage and you follow it up with a shove. If the target is large or smaller, it must make a Strength Saving Throw (DC 8 + Attack Bonus). On a failed save, you push the target back 2 tiles. ​ Sweeping Attack When you hit a creature with a melee attack, you can spend one Maneuver to follow your swing through the first target and onto another within range (1d20 + Attack Bonus vs AC). Consumes 1 class resource, but only if you hit. ​ Trip Attack After you hit a creature with an attack for 1 Maneuver , deal 1d10 damage and attempt to follow it up with a trip. The target of your attack must succeed a Strength Saving Throw (DC 8 + Attack Bonus) or be knocked prone. ​ Commander's Strike Requires Level 12 As a bonus action for 1 Maneuver , you may grant an ally the ability to make a single attack as a bonus action. ​ Rally Requires Level 12 Use your bonus action and one Maneuver to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains hit points equal to 1d10 + CHA. ​ R elentless Requires Level 12 When you have no class resources remaining, you may regain one class resource. ​ Subclass: Eldritch Knight The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. ​ Bonus Proficie ncies ​ Skills: Arcana ​ War Magic Your mastery over the arcane allows you to weave in a strike with your weapon after casting a cantrip (1d20 + Attack Bonus vs AC). ​ Weapon Bond You are bound to your weapon. You cannot be disarmed and are able to summon your weapon to your hand as a free action. ​ Arcane Charge Requires Level 12 ​ When you use your action surge, you can teleport up to 4 tiles. ​ ​ ​ ​ ​ ​ Spells Spell Slots: Level 10 1st: 3 2nd: 1 3rd: 0 Level 12 1st: 4 2nd: 3 3rd: 2 Cantrips 1st 2nd 3rd Fire Bolt Frostbite Shocking Grasp Fire Bolt Evocation 1 Action V, S You hurl a mote of fire at a creature or object within range. 2d10 Fire Damage (1d20 + Spell Bonus vs AC) Flavor Spells ​ The following spells are included in the Eldritch Knight's repertoire, however; these spells cannot be used in combat and does not consume a spell slot. It is only to be used to enrich the narrative of your roleplay. For spells that involve affecting another person , they should be treated as social rolls. It is fully consent based and cannot be used to force an outcome in a rol eplay sc enario. It is unlocked at Level 10 when the subclass is unlocked. Cantrips Control Flames Dancing Lights Gust Light Mending Mold Earth Prestidigitation Shape Water C ontrol 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. ​ * Flavor spell; not reflected in RPR. Used for roleplay. Subclass: Psi Warrior Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Some of the most disciplined high elves train to become such warriors, and those that may learn from them. ​ As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield. ​ Bonus P roficiencies ​ Skills: Insight Class Resources: Level 10: +4​ Level 12: +2 (6) ​ Psionic Power Once per long rest, you may spend a bonus action to regain 1 class resource. Guarded Mind Spend one class resource to bolster your mind with psionic energy, removing any charmed or frightened effects. ​ Protective Field When you or another creature you can see within 4.5 tiles of you takes damage, you can use your reaction to spend one class resource and return 1d10+int hit points. ​ Psi-Powered Leap As a bonus action for 1 class resource, your movement speed is doubled and is treated as a fly speed until the end of your turn . ​ Psionic Strike You can propel your weapon with psionic force. Once on each of your turns, immediately after you hit a target within 3 tiles of you with an attack and deal damage to it with a weapon, you can spend one class resource to deal an additional 1d10+int force damage. ​ Bulwark of Force Requires Level 12 ​ You can shield yourself and others with telekinetic force. As a bonus action you can choose 4 creatures, which can include you that you can see within 3 tiles. Each of the chosen creature’s AC and saves are increased by +1. ​ Telekinetic Thrust Requires Level 12 ​ When you deal damage to a target with your Psionic Strike, you can force that target to make a Strength Saving Throw (DC 8 + Attack Bonus). If the target fails, they are knocked prone. ​ Telekinetic Movement Requires Level 12 ​ You can move a creature with your mind. If they are willing, you may move their creature up to 3 tiles for an action and 1 class resource. Subclass: Rune Knight Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment. ​ Bonus P roficiencie s ​​ Skills: Survival ​ Giant's Might You can imbue yourself with the might of giants. As a bonus action, you increase your size to large. Once per Long Rest. Cloud Rune When you or a creature you can see within' 3 tiles is hit by an attack that targets AC, you may use your reaction to invoke the rune and choose a different creature within' 3 tiles of yourself. Transfers all additional hit-effects and damage of the attack with it. Usable once per Short Rest. Fire Rune When you hit a creature with an attack using a weapon, you can invoke this rune to summon fiery shackles. The target takes an extra 1d6 fire damage and must succeed on a Strength Saving Throw (DC 8 + Attack Bonus + STR) or be restrained until the end of their next turn. Twice per Short Rest. ​ Frost Rune As a bonus action, you may invoke your frost rune, granting you a +2 bonus to Strength and Constitution Saving Throws for the remainder of the combat. Once per Short Rest. ​ Stone R une When a target ends its turn within 3 tiles of you, you may, as a reaction, invoke the rune and force the creature to make a Wisdom Saving Throw (DC 8 + Attack Bonus + STR). Unless the target succeeds, they are incapacitated. Once per Short Rest. ​ Hill Rune Requires Level 12 As a bonus action, you may invoke your hill rune, restoring 1d10 + 10 hit points. Once per Short Rest. ​ Storm Rune Requires Level 12 Activate your storm rune, sending out an arc of lightning towards the target that may then jump to up to 2 additional targets. Each target must succeed on a Dexterity Saving Throw (8 + Attack Bonus + STR) or take 2d6 lightning damage and become silenced until the end of their next turn. Does half damage on successful save. Once per Short Rest. Subclass: Samurai The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai's resolve is nearly unbreakable, and the enemies in a samurai's path have two choices: yield or die fighting. ​ B onus P roficiencie s ​ Skills: Intimidation Class Resources Level 10: +5 ​ Fighting Spirit As a bonus action on your turn for 1 class resource, you can give yourself advantage (+2) on all weapon attacks rolls until the end of the current turn. When you do so, you also gain 6 hit points. ​ Rapid Strik e When you are under the effects of Fighting Spirit you may choose to dispel it to be granted +1 Attack Action for this turn; allowing you make three attacks in place of the usual two. ​ Steadfast You may forgo the last attack on your turn to assume a defensive stance. Granting you +2 AC and +2 Attack Bonus until the start of your next turn. ​ Countering Strike Requires Level 12 As a reaction to taking damage you may strike out against your opponent. Removing Steadfast and granting you the ability to make a single weapon attack in retaliation. ​ Tireless Spirit When you have no class resources remaining you may gain one upon entering combat. ​ Strength Before Death Requires Level 12 Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay death and immediately take an extra turn. If your extra turn ends and you still have 0 hit points you are wounded as usual.

  • Blacksmith | Halcyon D&D

    Blacksmith Creations Blacksmith Bonded with forge and anvil, blacksmiths are metalworkers that fashion weapons and armor using a variety of tools and quenching techniques, making them a common stop for most adventurers and a necessary employment for local militias. The more advanced of the trade are able to utilize silver and magic in their crafting. ​ Smelting You know how to smelt basic ores into usable ingots. As a novice blacksmith, you are able to create steel ingots. This requires 2 pieces of iron ore. ​ Creations You are a metallurgist capable of forging an assortment of weapons and armor. To successfully make a creation, you must pass its corresponding DC based off a 1d20 + STR roll. This is replaced by a 1d20 + DEX roll for glass vials. ​ Advanced Smelting Requires Blacksmithing: Adept You know how to smelt more ores into usable ingots. You are also able to create silver ingots. This requires 2 p ieces of silver or e. Weapon Plating Requires Blacksmithing: Adept You may now plate metal weapons with silver. This requires the complete weapon and a single silver ingot. On a failed attempt, only the silver ingot is lost. Plating a weapon in silver increases the crafting DC by 1. ​ Arcane Infusion Requires Blacksmithing: Expert You may now re-forge metal weapons with magical energies, granting them a +1 bonus to Attack Bonus and bypassing any physical damage resistances on the target. Harvesting weapons, such as pickaxes and sickles, also receive a +1 to their respective gathering. 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. Novice Creations Adept Creations Expert Creations Basic Blade No DC Commodity item to turn in daily for a reward. 2x Steel Ingot 1x Weapon Handle Throwing Knives (x10) DC 11 - Ammo Thrown Weapon. 6x Steel Ingot Mace DC 12 - One Handed 1d6 Bludgeoning damage. 4x Steel Ingot 1x Weapon Handle Sickle DC 12 - One Handed 1d4 Slashing damage. +2 Herbalism. 2x Steel Ingot 1x Weapon Handle Rapier DC 13 - One Handed 1d8 Piercing damage. Finesse. 5x Steel Ingot 1x Weapon Handle Halberd DC 13 - Two Handed 1d10 Slashing damage. Reach. 8x Steel Ingot 1x Weapon Handle Katana DC 15 - Two Handed 1d10 Slashing damage. Finesse. 10x Steel Ingot 1x Weapon Handle Glass Vial DC 10 Basic item required by Apothecaries. ​ 2x Sand Dagger DC 11 - One Handed 1d4 Piercing damage. Finesse. 2x Steel Ingot 1x Weapon Handle Pickaxe DC 12 - One Handed 1d4 Piercing damage. +2 Mining. 2x Steel Ingot 1x Weapon Handle Spear DC 12 - One Handed 1d6 Piercing damage. 4x Steel Ingot 1x Weapon Handle Chain Shirt DC 13 - Medium Armor AC 13 + DEX (max 2) 8x Steel Ingot Warhammer DC 14 - Two Handed 1d10 Bludgeoning damage. 6x Steel Ingot 1x Weapon Handle Scale Mail DC 14 - Medium Armor AC 14 + DEX (max 2) 10x Steel Ingot 1x Chain Shirt* Caltrops (8x) DC 11 - Ammo Used to slow targets down. 4x Steel Ingot Battleaxe DC 13 - One Handed 1d8 Slashing damage. 4x Steel Ingot 1x Weapon Handle Shortsword DC 12 - One Handed 1d6 Piercing damage. Finesse. 4x Steel Ingot 1x Weapon Handle Longsword DC 13 - One Handed 1d8 Slashing damage. 5x Steel Ingot 1x Weapon Handle Greataxe DC 13 - Two Handed ​ 1d12 Slashing damage. 8x Steel Ingot 1x Weapon Handle Greatsword DC 15 - Two Handed 2d6 Slashing damage. 10x Steel Ingot 1x Weapon Handle Chainmail DC 14 - Heavy Armor AC 16 10x Steel Ingot

  • Shadar-Kai | Halcyon D&D

    Shadar-Kai Basic Traits Racial Traits Shadar-Kai Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies. ​ Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell’s grim energy. ​ Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height ​ Min: 145 c m ( 4'10") ​ Max: 180cm (6'0") ​ Langua ges Common Elvish ​ Life S pa n ​ A dult hood: 100 years ​ Longevity: 750 years ​ ​ Mo vement 3 ti le s per turn ​ Racial Traits Blessing of the Raven Queen As a bonus action, you can magically teleport up to 3 tiles to an unoccupied space you can see. Usable once per long rest. ​ Darkvision ​ You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. ​ Fey Ancestry You are immune to magical sleep effects. ​ ​ ​ Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. ​ Necrotic Resistance You have resistance to necrotic damage. ​ Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). ​ Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span.

  • Monk | Halcyon D&D

    Monk Class Features Ascendant Dragon Four Elements Open Hand Shadow Mercy Monk Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes. ​ Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power. ​ For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure. Subclasses Class Features Basics Base Hit Points: 56 Hit Points per Advancement: 14 Actions: 2 Attack, 1 Bonus, 1 Reaction Ki Points: Level 8: +2​ Level 10: +2 (4) Level 12: +2 (6) Casting Attribute: Wisdom Starting Kit: Quarterstaff​ ​ Proficiencies Armor: N/A Weapons: Simple weapons Saving Throws: Strength, Dexterity Skills: Acrobatics, Athletics Attack & Spell Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) ​ Unarmored Defense While you are wearing no armor and not wielding a shield, your AC equals 10 + Dexterity + Wisdom. ​ Martial Arts Your practice of martial arts gives you mastery of combat styles that use unarmed strikes or any simple weapon. You gain the following benefits while you are unarmed or wielding a simple weapon, and you aren’t wearing armor or wie lding a shield: ​ You can use Dexterity instea d of Strength for the attack and damage rolls of your unarmed strikes. You can roll a d8 in place of the normal damage of your unarmed strikes. (Empowered Unarmed Strike) When you use the attack action with an unarmed strike or simple weapon on your turn, you can make one empowered unarmed strike as a bonus action. For example, if you take the attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action that turn. ​ Ki Your training allows you to harness the mystic energy of ki, making your unarmed strikes act as magical attacks. Your access to this energy is represented by a number of Ki Points. Your level determines the number of points you have. You can spend these points to fuel various ki features. ​ Flurry of Blows As a bonus action and for the cost of 1 Ki Point, tap into your ki and gain two bonus unarmed strikes, with each attack causing 1d8 + Attack Bonus damage. ​ Patient Defense Tapping into your ki at the cost of 1 Ki Point, you take the dodge action as a bonus action, granting you +2 AC until the start of your next turn. ​ Step of the Wind As a bonus action for the cost of 1 Ki Point, take the dash acti on granting you +4 movement for your current turn. You also gain the effects of the disengage action, preventing you from being hit with Attacks of Opportunity. ​ Deflect Missile As a reaction, you deflect any ranged attack that targets your AC, reducing the total damage by 10 + Dexterity. Also works on Magic Missile. ​ Stunning Strike Requires Level 10 ​ As a bo nus action, you interfere with the flow of ki in an opponent's body. When you hit another creature, you spend 1 Ki Point to attempt a Stunning Strike. The target m ust succeed on a Constitution saving throw (DC 8 + Attack Bonus + Wisdom) or be stunned until the end of their next turn. ​ Stillness of Mind Requires Level 12 ​ Use your action to end one effect on y ourself t hat is causing you to be c harmed or frightened. ​ Purity of Body Requires Level 12 ​ You are immune to the Poisoned status effect, and Diseased effect. ​ Monastic Traditions Traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor multiple traditions and instruct each monk according to his or her aptitude and interest. All traditions rely on the same basic techniques, diverging as the student grows more adept. Choose your monastic tradition (subclass) from the four listed below. These will be unlocked at Level 10 and reach their full potential at Level 12. Subclass: Way of the Ascendant Dragon The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane. ​ Bon us Proficiencies ​ ​Skills: Intimidation ​ Tongue of Dr agons You learn to speak, read, and write Draconic. ​ Breath of the Dragon​ By consuming one class resource, you emulate a dragon and use its destructive waves of energy, causing 2d8 damage to anyone caught in a 3 tile range. Damage is halved if they succeed a Dexterity saving throw (DC 8 + Attack Bonus + Wisdom). ​ Wings Unfurled After using Step of the Wind, you unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you may fly as your movement action. ​ ​ ​ Aspect of the Wyrm | Explosive Fury Requires Level 12 ​ As a bonus action, you radiate your draconic energy to inspire fear in your enemies within one tile until the end of their next turn. When you activate your Aspect of the Wyrm, you can cause draconic fury to explode from you. Spend 2 Ki points and choose as many targets as you like within' 1 tile of you. Each of those creatures must succeed on a Dexterity saving throw against 8 + Spell Bonus or take 3d10 damage, or half on success. Subclass: Way of the Four Elements You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. ​ Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves. ​ Bonus P roficiencies Skills: Nature ​ Gong of the Summit Using 2 Ki Points and your action, create sudden loud ringing noise, painfully intense that erupts from a point of your choice within range. Each creature in a 2 tile radius must make a Constitution Saving Throw (DC 8 + Prof + Spell Bonus), taking 3d8 thunder damage on a failed save or half as much on a success. ​ Rush of the Gale Spirits Using 2 Ki Points and your action, create a line of strong wind blasts in a direction you choose. Each creature that starts its turn in the line must succeed on a Strength saving throw (DC 8 + Prof + Spell Bonus) or be pushed 4 tiles away from you in a direction following the line. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and extinguishes them. ​ Cinder Strike Use your action and spend 2 Ki Points to 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 + Prof + Spell Bonus). A creature takes 3d6 fire damage on a failed save or half as much on a success. ​ Fangs of the Fire Snake When you hit with any unarmed attack on your turn, you can spend 1 Ki Point to send tendrils of flame to stretch out from your fists and feet, causing your attack to deal deal an additional 1d10 fire damage. ​ Water Whip Requires Level 12 ​ Use your action and spend 1 Ki Point to create a whip of water that shoves and pulls a creature. A creature that you can see that is within 4 tiles of you must make a Dexterity saving throw (DC 8 + Prof + Spell Bonus). On a failed save, the creature takes 3d10 bludgeoning damage, and pull it up to 2 tiles closer to you. On a successful save, the creature takes half as much damage, and you don't pull it. ​ Flames of the Phoenix Requires Level 12 ​ Using 4 class resources and your action, punch the air aflame in a 16 tile range, for a 2x2 tile radius. Any target caught by the flame becomes engulfed in crimson flames. The flames deal 8d6 fire damage to those hit, and half that to those who manage to dodge with a Dexterity saving throw (DC 8 + Spell Bonus). Subclass: Way of the Open Hand Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. ​ Bonus Proficie ncies ​ Skills: Sleight of Hand ​ Open Hand Technique (Prone) Whenever you hit a creature with one of your attacks granted by Flurry of Blows, you may attempt to knock them prone. The target must succeed a Dexterity Saving Throw (DC 8 + Spell Bonus) or be knocked prone. ​ Open Hand Technique (Push) Whenever you hit a creature with one of your attacks granted by Flurry of Blows, you may attempt to push them back. The target must succeed a Strength Saving Throw (DC 8 + Prof + Spell Bonus) or be pushed back 2 tiles. ​ Wholeness of Body As an action, you can regain hit points equal to 30. You may only use this once per long rest. ​ Open Hand Technique (React) Requires Level 12 ​ Whenever you hit a creature with BOTH of your attacks granted by Flurry of Blows, you may attempt take their ability to react. The target must succeed a Consitution Saving Throw (DC 8 + Spell Bonus) or lose their reaction, if they have one. Takes priority before reactions. If this fails, you may still attempt a push or prone. ​ Quivering Palm Requires Level 12 ​ Once per day when you strike a creature within a 1 tile range you may spend 3 Ki points to cause imperceptible and lethal vibrations in their body, leaving them wrecked with pain and agony as part of the same attack. The target must succeed a Constitution Saving Throw (DC 8 + Prof + Spell Bonus) or be dealt 50 hit points of damage. If the target succeeds, they take only 6d6 damage. ​ Subclass: Way of the Shadow Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students. ​ Bonus P roficiencies ​ Skills: Stealth ​ Darkvision Training to utilize the dark to your advantage has made you adept at working your trade within' it. You gain Darkvision if you do not already have it. ​ Shadow Arts (Silence) Create a 2x2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of their next turn. ​ Shad ow Step You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can move up to 6 tiles to an unoccupied space you can see that is also in dim light or darkness. ​ Cloak of Shadows Requires Level 12 When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you take any action, or are in an area of bright light. Usable once per long rest. ​ Opportunist Requires Level 12 ​ You can exploit a creature's momentary distractions. Whenever an enemy near you attacks someone other than yourself or an enemy becomes silenced within' range, you may use this feature for the cost of your reaction to make a single melee attack against them. Subclass: Way of Mercy Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy. Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death. ​ Bonus P roficiencie s ​​ Skills: Medicine ​ Hands of Healing Your mystical touch can mend wounds. As an action, you can spend 1 Ki Point to touch a creature and restore a number of hit points equal to 1d6 + Wisdom. Additionally, you cure all blinded, paralyzed, poisoned, or stunned effects on the target. When you use Flurry of Blows you can replace one of the unarmed strikes with a use of Hands of Healing, restoring 1d6 + Wisdom hit points to a target you can touch.You may only do this once per turn. ​ Hands of Harm You may use your Ki to inflict wounds. When you hit a creature with an unarmed strike you may spend 1 Ki Point to deal 1d6 extra necrotic damage. You may only use this once per turn. The target is also poisoned until the end of their next turn. ​ Flurry of Healing and Harm Requires Level 12 You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending Ki Points for the healing. In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the class resource for Hands of Harm. You can still use Hands of Harm only once per turn. ​ Hands of Ultimate Mercy Requires Level 12 You may use a surgeon's kit to attempt to cure another of the severely wounded status. You make a DC 12 medicine check. On a success the target's wounded status is removed and they are instead granted the "Stabilized" status for 1 hour, suffering only half of the normal negatives in that time.

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