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  • Tiefling | Halcyon D&D

    Tiefling Basic Traits Racial Traits Tiefling To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable. ​ Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes. They have thick tails, their canine teeth are sharply pointed, and their eyes are often fiendish and otherworldly. Their their skin tones cover the full range of human coloration, but also typically include various shades of red and purple, or even darker blue. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height ​ Min: 150 c m (4'11") ​ Max: 185 c m (6'1") ​ Langua ges Common Infernal ​ Life S pa n ​ A dult hoo d: 18 years ​ Longevity: 160 years ​ ​ Mo vement 3 ti le s per turn ​ Racial Traits Darkvision ​ You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. ​ Archdevil Origin Tieflings garner a bloodline infused with the essence of one of the archdevils of the Nine Hells, which heavily impacts their natural impulses and their appearance. Choose your archdevil origin from the following: Asmodeus, Baalzebul, Dispater, Fierna, Glasya, Levistus, Mammon, Mephistopheles, or Zariel. ​ Infernal Legacy The dark magic and nature of the Nine Hells flow through every tiefling. You know the Mage Hand, Minor Illusion, Thaumaturgy, and Vicious Mockery cantrips and are proficient in Deception. ​ Hellish Resistance ​ You have resistance to fire damage.

  • Halfling | Halcyon D&D

    Halfling Basic Traits Racial Traits Halfling The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver. Halflings appear relatively harmless, and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Their skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Being smaller than 140 results in Conan wonkin ess, so please keep in mind that proportions must remain believable. ​ Min: 100 cm (3'3") ​ Max: 120 cm (3'11") ​ Languages Common Halfling ​ Life Spa n ​ Adulthoo d: 20 years ​ Longevity: 150 years ​ ​ Movement 3 tiles per turn ​ Racial Traits B rave Halflings are immune to being frightened. ​ ​ ​ Halfling Resilience Halflings are nimble and stout. You have a +2 to your Dexterity and Constitution saving throws. ​ Naturally Stealthy Halflings can easily hide from notice, even using other people as cover. You are proficient in Sleight of Hand and Stealth.

  • Aarakocra | Halcyon D&D

    Aarakocra Basic Traits Racial Traits Aarakocra A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air—and were imbued with a measure of their masters’ power over winds. Their descendants still command echoes of that power. ​ From below, aarakocra look like large birds and thus are sometimes called birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height ​ Min: 140 cm (4'7") ​ Max: 160 cm (5'3") ​ Languages Common Primordial ​ Life S pa n ​ Adult hood: 18 years ​ Longevity: 60 years ​ ​ Movement 3 tiles per turn ​ Racial Traits Alternative Origins ​ You can use this race as a base to play an Owlin. ​ Flight ​ Because of your wings, your movement counts as flying type all the time. You cannot take fall damage unless you are incapacitated when falling. ​ Talons You are proficient with unarmed strikes due to your talons. Your unarmed strikes deal 1d4 + Attack Bonus of damage instead of the usual 1 + Attack Bonus of damage. ​ ​

  • Hexblood | Halcyon D&D

    Hexblood Basic Traits Racial Traits Hexblood Where wishing fails, ancient magic can offer a heart's desire―at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag's influence: ears that split in forked points, skin in lurid shades ,long hair that regrows if cut, and an irremovable living crown. along with these marks hexbloods manifest hag-like traits, such as darkvision, and a variety of magical methos to beguile the senses and avoid the same. ​ While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age, particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge connect with their fey natures, or to avoid a hag that obsesses over them. ​ To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height ​ Min: As per original race ​ Max: As per original race ​ Langua ges As per original race ​ Life S pa n ​ A dulthood: As per original race ​ Longevity: As per original race ​ Mo vement 3 ti le s per turn ​ Racial Traits Darkvision ​ You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. ​ Eerie Token You can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued this way, you can take these actions: ​ Telepathic Message. You can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words. ​ Remove Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but ends early if you dismiss it or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. When the trance ends, the token is harmlessly destroyed. ​ (You will be expected to take and hold onto a screenshot of you handing out the token. It must clearly show your emote in removing the token from yourself, who you are handing it to, and the time/date. Failure to do so may result in its use being voided) ​ Hex Magic You can cast the Disguise Self spell with this trait. Once you cast this spell, you cannot cast it again until finishing a long rest.

  • Fey'ri | Halcyon D&D

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

  • Duergar | Halcyon D&D

    Duergar Basic Traits Racial Traits Duergar Duergar are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underdark. That chthonic realm is saturated with strange magical energy, and over generations, early duergar absorbed traces of it. They were further altered when mind flayers and other Aberrations invaded and performed horrific experiments on them. Fueled by Underdark magic, those experiments left early duergar with psionic powers, which have been passed down to their descendants. In time, they liberated themselves from their aberrant tyrants and forged a new life for themselves in the Underdark and beyond. Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads, with the males growing long, unkempt, gray beards. ​ Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can sometimes seem joyful when at work. They have the typical dwarven appreciation for order, tradition, and impeccable craftsmanship, but their goods are purely utilitarian, disdaining aesthetic or artistic value. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height Going smaller than 140 cm results in Conan wonkin ess, so please keep in mind that proportions must remain believable. ​ Min: 130 cm (4'3") ​ Max: 150 cm (4'11") ​ Languages Common Dwarvish ​ Life S pa n ​ Adult hood: 50 years ​ Longevity: 350 years ​ ​ Movement 3 tiles per turn ​ Racial Traits Darkvision ​ You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. ​ Duergar Magic ​ You may cast the Invisibility spell without a spell s lot once per Lo ng Rest. ​ Dwarven Resilience ​ You gain resistance to poison damage and a +2 to CON saving throws. ​ Stonecun ning All dwarves, stubborn in nature, share the lore and grudges of their long-lived people. You are proficient in History.

  • 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.

  • Server Info | Halcyon D&D

    Server Info Server IP: 135.148.150.182:7777 Copy Application Statuses Server Modlist Afflictions Closed - Lycanthropy Closed - Vampirism Races Open - Adv anced Races Closed - Changeling Closed - Avariel Closed - Fey'ri ​ Halcyon Staff Open - Assistant

  • Firbolg | Halcyon D&D

    Firbolg Basic Traits Racial Traits Firbolg Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself within the firbolgs' souls. Centuries later, that magic still thrums inside a firbolg, even one who has never lived under the boughts of a great forest. A firbolg's magic is an obscuring sort, which allowed their ancestors to pass through a forest without disturbing it. So deep is the connection between a firbolg and the wild places of he world that they can communicate with flora and fauna. To play, press and hold the enter key. To stop, release the enter key. Basic Traits Height ​ Min: 210 c m (6'11") ​ Max: 245 c m (8'0") ​ Langua ges Common Giant ​ Life S pa n ​ Adulthood: 30 years ​ Longevity: 500 years ​ ​ Mo vement 3 ti le s per turn ​ Racial Traits Firbolg Magic ​ You can cast Detect Magic and Disguise Self with this trait. Once you cast either spell, you can't cast it again with this trait until you finish a long rest. ​ Hidden Step As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. ​ ​ Speech of Beast and Leaf You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

  • 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 14 - 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 13 - 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 14 - Two Handed 2d6 Slashing damage. 10x Steel Ingot 1x Weapon Handle Chainmail DC 14 - Heavy Armor AC 16 10x Steel Ingot

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